Book Image

Unity 3.x Game Development Essentials

By : Will Goldstone
Book Image

Unity 3.x Game Development Essentials

By: Will Goldstone

Overview of this book

Game Engines such as Unity are the power-tools behind the games we know and love. Unity is one of the most widely-used and best loved packages for game development and is used by everyone, from hobbyists to large studios, to create games and interactive experiences for the web, desktop, mobile, and console. With Unity’s intuitive, easy to learn toolset and this book – it’s never been easier to become a game developer. Taking a practical approach, this book will introduce you to the concepts of developing 3D games, before getting to grips with development in Unity itself – prototyping a simple scenario, and then creating a larger game. From creating 3D worlds to scripting and creating game mechanics you will learn everything you’ll need to get started with game development. This book is designed to cover a set of easy-to-follow examples, which culminate in the production of a First Person 3D game, complete with an interactive island environment. All of the concepts taught in this book are applicable to other types of game, however, by introducing common concepts of game and 3D production, you'll explore Unity to make a character interact with the game world, and build puzzles for the player to solve, in order to complete the game. At the end of the book, you will have a fully working 3D game and all the skills required to extend the game further, giving your end-user, the player, the best experience possible. Soon you will be creating your own 3D games with ease!
Table of Contents (21 chapters)
Unity 3.x Game Development Essentials
Credits
Foreword
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 11. Performance Tweaks and Finishing Touches

In this chapter, we will take our game from a simple example to something we can deploy by adding some finishing touches to the island. As we have looked at various new skills throughout this book, we have added a single example at a time. In this chapter, we'll reinforce some of the skills that we have learned so far, and also look in more detail at some final effects that we can add that aren't crucial to the gameplay, but add a professional quality to your work—which is why it is best to leave them until the end of the development cycle.

When building any game, mechanics are crucial; the physical working elements of the game must be in place before additional artwork and environmental flair should be introduced. As in most cases, when building a game, deadlines will be set either by yourself, as part of an independent developer discipline, or by a publisher you are working with. By keeping the finishing touches at the end of the development...