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 7. Instantiation and Rigidbodies

In this chapter, we'll expand upon the two crucial concepts in 3D game design that we looked at in Chapter 2. We will take the abstracted game mechanic of aiming and 'throwing' objects and put it into the context of our island game by creating a coconut shy (or coconut shie) game that the player can interact with.

When you first begin to build game scenes, you'll realize that not all of the objects required within any given scene would be present at the start of the game. This is true of a wide variety of game genres, like puzzle games; consider the blocks in Tetris for example. In Tetris, puzzle pieces of random shapes are created or instantiated at the top of the screen at set intervals because they cannot all be stored at the top of the screen infinitely.

Now take our island exploration game as another example. In this chapter, we'll be taking a look at instantiation and rigid body physics by creating a simple coconut shy game, but as with the prototype...