Book Image

Getting Started with Unity 2018 - Third Edition

By : Dr. Edward Lavieri
Book Image

Getting Started with Unity 2018 - Third Edition

By: Dr. Edward Lavieri

Overview of this book

The Unity game engine has revolutionized the gaming industry with its complete set of intuitive tools and rapid workflows, which can be used to create interactive 3D content. With Unity, you can scaffold your way from the basics and make make stunning interactive games. This book will guide you through the entire process of creating a 3D game, from downloading the Unity game engine to publishing your game. It not only gives you a strong foundation, but puts you on the path to game development. Beginning with an overview of the Unity engine and its interface, you will walk through the process of creating a game environment and learn how to use built-in assets, as well as assets created with third-party 3D modeling tools such as Blender. Moving on, you will create custom scripts to control non-player character behaviors and gameplay. You will master exciting concepts such as Heads-Up-Displays, mini-maps, game navigation, sound effects, and lighting effects. Next, you’ll learn how to create your first VR experience, right from setting up the project to image effects. You'll be familiarized with all the tools that Unity has to offer to create your own immersive VR experiences. Each section is a stepping stone toward the completion of the final game. By the end of the book, you'll have learned advanced topics such as cross-platform considerations which enable your games to run on multiple platforms.
Table of Contents (21 chapters)
Title Page
Dedication
Packt Upsell
Contributors
Preface
Index

Working with imported assets


In the previous section, you added the following listed assets to your game:

  • Cherry
  • Cherry Tree
  • Cucumber
  • Cucumber Patches

We will incorporate the cherry and cucumber assets in Chapter 10, Scripting Our Points System. In this section, we will plant our Cherry Trees and Cucumber Patches.

As you will recall from Chapter 3, Designing the Game, we created spawn points in four corners and the center of our game environment. We also selected four areas in which to plant our Cherry Trees. Now that we have actual terrain, we can be more specific with our design. Look at the following diagram to determine where to plant our Cherry Trees and Cucumber Patches:

We will refer to this diagram in the next two sections as we plant our Cherry Trees and Cucumber Patches.

Planting Cherry Trees

In Chapter 4, Creating Our Terrain, we created a tree to demonstrate how to create one from scratch. Since we downloaded a Cherry Tree in the last section, we no longer need our experimental tree....