An impressive feature of Git is branching. There are times during development when your project enters a state that you're happy with. The work may not be completed or final, but you've reached an important milestone that should be committed and saved to the history. At this point, your project can take multiple directions, and you'd like to experiment a little, trying out new ideas or developing clever solutions for new features. On reaching this point, you effectively need to Branch your work. This instructs Git to make a duplicate of your work and its history to this point (a new Branch), and then you can make further commits on the new branch, without affecting the history of the original branch. That way, if you make changes that you later decide against or wish to remove, you can simply abandon the branch and return to the original,...
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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