Book Image

Unity 3D Game Development

By : Anthony Davis, Travis Baptiste, Russell Craig, Ryan Stunkel
Book Image

Unity 3D Game Development

By: Anthony Davis, Travis Baptiste, Russell Craig, Ryan Stunkel

Overview of this book

This book, written by a team of experts at Unity Technologies, follows an informal, demystifying approach to the world of game development. Within Unity 3D Game Development, you will learn to: Design and build 3D characters and game environments Think about the users’ interactions with your game Develop an interface and apply visual effects to add an emotional connection to your world Gain a solid foundation of sound design, animations, and lighting Build, test, and add final touches The book contains expert insights that you’ll read before you look into the project on GitHub to understand all the underpinnings. This way, you get to see the end result, and you’re allowed to be creative and give your own thoughts to design, as well as work through the process with the new tools we introduce. Join the book community on Discord to read this book with Unity game developers, and the team of authors. Ask questions, build teams, chat with the authors, participate in events and much more. The link to join is included in the book.
Table of Contents (16 chapters)
14
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15
Index

Visual Effects

The game does not currently have all of its features. We’ve gone from concept to blockout, then developed the game into a state where it is playable. This doesn’t mean we are finished quite yet! We need to look at how we can bring more emotional immersion to the player. Luckily for us, Unity provides fantastic assets and tools for us to take the current state of our game and visually turn it up another notch. This is done through various vehicles, such as shaders, particles, and other polishing tools that we will cover in Chapter 12, Final Touches.

These topics are very complex. For now, we will go over the main focus of visual effects by looking at shaders and particles at a high level. Then, we will progress to an overview of their advanced forms. Because we are using the Universal Render Pipeline (URP) for this project, we will go over important tools such as Shader Graph, VFX Graph, and Shuriken. Shader Graph visually displays shader detailing...