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

Full example


In the following image, we see a C# script applied to an object. Within the Rocket class, a public variable moveSpeed and a private variable blastSpeed are declared. The private variable is not given a value when declared but is assigned one in the Update() function, where it is given the value of the public variable moveSpeed, multiplied by 2. The value of this private variable is then used in a new Vector3 variable as the Z-coordinate, which in turn is used to set the velocity value of a Rigidbody object:

Note

Be aware that any value adjusted in the Inspector will override the original value given to a variable within the script. It will not rewrite the value stated in the script, but simply replaces it when the game runs. You can also revert to the values declared in the script by clicking on the Cog icon to the right of the component and choosing Reset from the drop-down menu that appears.

Functions

Functions, or methods as they are also known, may be described as sets of instructions...