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

Creating the power cell prefab


In this section, we will take the power cell model from the Book Assets folder that we imported previously, modify it in the Scene view, and turn it into a Unity prefab—a data template we can create instances or clones of. If you've worked with Adobe Flash before, then you might compare this idea to the MovieClip concept, wherein you can create many identical instances of a pre-built template during runtime, or modify individual instances post-creation.

Downloading, importing, and placing

To begin creating the puzzle, you'll need to locate the power cell assets within the Book Assets folder in the Project panel. You are provided with the following resources:

  • A powerCell model in the Models folder

  • Five texture files for the HUD of the power cell filling with charge, with names beginning hud_charge, in the Book Assets | Textures folder

  • Five texture files to represent charging on a generator displayer panel, with names meter_charge0 to meter_charge4, also in the Book...