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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Particle Systems

When you think of visual effects in a video game, the first thing that pops into your head most likely is the trails of legendary weapons in ARPGs or the amazing explosions from intense first-person-shooter campaigns. Whatever popped into your head, there are systems that allow for these effects to happen. Particle Systems allow for the spawning of meshes with certain rules to create these effects. Two of them in Unity are Shuriken and VFX Graph.


This system is full of features to help spawn 3D meshes (structural collection of vertices, edges, and faces that define a 3D object). You can create fire embers, trails, explosions, smoke, and everything else to help sell the experience that has been defined. As you can see in Figure 9.26 there are a lot of options to go over. We will leave the explanation of this to the examples covered in Chapter 12, Finishing Touches when we create Shuriken-based effects.

Some high-level knowledge of Shuriken to...