Book Image

Unity 3D Game Development

By : Anthony Davis, Travis Baptiste, Russell Craig, Ryan Stunkel
Book Image

Unity 3D Game Development

By: Anthony Davis, Travis Baptiste, Russell Craig, Ryan Stunkel

Overview of this book

This book, written by a team of experts at Unity Technologies, follows an informal, demystifying approach to the world of game development. Within Unity 3D Game Development, you will learn to: Design and build 3D characters and game environments Think about the users’ interactions with your game Develop an interface and apply visual effects to add an emotional connection to your world Gain a solid foundation of sound design, animations, and lighting Build, test, and add final touches The book contains expert insights that you’ll read before you look into the project on GitHub to understand all the underpinnings. This way, you get to see the end result, and you’re allowed to be creative and give your own thoughts to design, as well as work through the process with the new tools we introduce. Join the book community on Discord to read this book with Unity game developers, and the team of authors. Ask questions, build teams, chat with the authors, participate in events and much more. The link to join is included in the book.
Table of Contents (16 chapters)
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Essential Unity concepts

In the first section, we already went over some Unity concepts. We will go over them in a bit more detail here as you’ve read previously where several of these might be used. Unity houses a very modular focus on the items that are housed within the game development environment.


Unity treats every file as an asset; everything including a 3D model, a texture file, a sprite, a particle system, and so on. In your project, you will have an Assets folder as the base folder to house all of your project items. These could be textures, 3D models, particle systems, materials, shaders, animations, sprites, and the list goes on. As we add more to our project, the Assets folder should be organized and ready to grow. It is strongly recommended to keep your folder structure organized so that you or your team aren’t wasting time trying to find that one texture item that was left in a random folder by accident.


A scene houses all...