Git is a tool that's especially useful for collaborating with other developers working on the same project. Sometimes, other developers will be working in the same room, office, or building. And, when they are, you can connect with them through an internal server or network. Often, developers will be located across the globe, working in different countries and time zones. All of them still need access to the same code and files, however, and thus all of them need access to the same Git Repo. This allows developers to access shared files, make commits, and upload branches. To achieve this, we'll need to use a Remote Repository, as opposed to a Local Repository. In Git, a Repo can be either Remote or Local. A Local Repo is saved on your local hard drive, while a Remote Repo is accessed from a web server. When working with a Remote Repo, users often take...
Mastering Unity 2017 Game Development with C# - Second Edition
Mastering Unity 2017 Game Development with C# - Second Edition
Overview of this book
Do you want to make the leap from being an everyday Unity developer to being a pro game developer? Then look no further! This book is your one-stop solution to creating mesmerizing games with lifelike features and amazing gameplay.
This book focuses in some detail on a practical project with Unity, building a first-person game with many features. You'll delve into the architecture of a Unity game, creating expansive worlds, interesting render effects, and other features to make your games special. You will create individual game components, use efficient animation techniques, and implement collision and physics effectively. Specifically, we'll explore optimal techniques for importing game assets, such as meshes and textures; tips and tricks for effective level design; how to animate and script NPCs; how to configure and deploy to mobile devices; how to prepare for VR development; how to work with version control; and more.
By the end of this book, you'll have developed sufficient competency in Unity development to produce fun games with confidence.
Table of Contents (9 chapters)
Preface
Free Chapter
Preparation and Asset Configuring
Level Design and Structure
Player Controls - Movement
Player Controls - Typing and Health
Enemies and Artificial Intelligence
Project Management and Version Control
Persistent Data - Load and Save Game States
Performance, Optimization, Mobiles, and More
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