Leverage the power of Unity 5 to create amazing 3D games
Key Features
- Learn to create interactive games with the Unity 5 game engine
- Explore advanced features of Unity 5 to help make your games more appealing and successful
- A step-by-step guide giving you the perfect start to developing games with Unity 5
Book Description
This book will guide you through the entire process of creating a 3D game, from downloading the Unity game engine to publishing your game.
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 your very own animation clips from within Unity and learn scripting in Unity. You will master exciting concepts including mini-mapping, the game navigation system, sound effects, shadows, and light effects. By the end of the book, you'll have learned advanced topics such as cross-platform considerations that enable your games to run on every platform.
What You Will Learn
- Create, organize, and manage your game project with the Unity interface
- Develop a 3D game environment with a custom terrain, water, sky, mountains, and trees
- Import and use custom assets and asset packages to add characters to your game
- Review existing animations and create custom animation clips to bring your game characters to life
- Build custom scripts to make your game characters interactive
- Add a graphical user interface to your game to enable easy user interaction
- Explore advanced Unity concepts including workflow, scaling, physics, and cross-platform considerations
- Customize your game with sound effects, shadows, lighting effects, and rendering options
Francesco Marchioni
Francesco Marchioni is a Red Hat Certified JBoss Administrator (RHCJA) and Sun Certified Enterprise Architect working at Red Hat in Rome, Italy. He started learning Java in 1997, and since then he has followed the path to the newest Application Program Interfaces released by Sun. In 2000, he joined the JBoss community when the application server was running the 2.X release. He has spent years as a software consultant, where he has envisioned many successful software migrations from vendor platforms to open source products, such as JBoss AS, fulfilling the tight budget requirements of current times. Over the last 10 years, he has authored many technical articles for OReilly Media and ran an IT portal focused on JBoss products (mastertheboss.com). He has authored multiple books for Packt Publishing such as JBoss AS 5 Development (packtpub.com/jboss-as-5-development/book), JBoss AS 5 Performance Tuning packtpub.com/jboss-5-performance-tuning/book), JBoss AS 7 Configuration Deployment Administration (packtpub.com/jboss-as-7-configuration-deployment-administration/book), JBoss 7 Development (packtpub.com/application-development/jboss-7-development), and MongoDB Java Developers (packtpub.com/application-development/mongodb-java-developers).
Luigi Fugaro
Luigi Fugaro had his first encounter withcomputers back in the early 1980s, when he was still a kid. He startedwith a Commodore VIC-20, passing through a Sinclair, a Commodore 64, and an Atari ST 1040; here, he spent days and nights giving breath mints to Otis. Then, he took a big jump with a 486DX2 66 MHz, and he startedprogramming in Pascal and BASIC.
GOTO 1998.
He started his careeras a webmaster doing HTML, JavaScript, Applets, and some graphics withPaintShop Pro. He then switched to Delphi and Visual Basic, and finally, he could start working on Java projects.
Lately, he works for Red Hat Inc. as EMEA Middleware Architect around Europe.