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

Displaying the power cell HUD


Now that we have our power cell collectables and inventory in place, we'll need to show the player a visual representation of what the player has collected. The textures imported with the Book Assets have been designed to clearly show that the player will need to collect four power cells to fully charge the door. By swapping an empty power cell texture image on-screen for one with 1 unit of charge, then for an image with 2 units of charge, and so on, we can create the illusion of a dynamic interface element. This is shown in the following image:

The Book Assets | Textures folder contains the five image files we need for this GUI Texture-based HUD—one of an empty power cell and the others of the four stages of charge. Created in Adobe Photoshop, these images have a transparent background, and are saved in a PNG (Portable Network Graphics ) format. The PNG format was selected because it is compressed but still supports high quality alpha channels. Alpha channels...