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Unity Android Game Development by Example Beginner's Guide
最新章節(jié):
Index
UnityAndroidGameDevelopmentbyExampleBeginner'sGuideconsistsofdifferentgameapplicationexamples.Nopriorexperiencewithprogramming,Android,orUnityisrequired.YouwilllearneverythingfromscratchandwillhaveanorganizedflowofinformationspecificallydesignedforcompletebeginnerstoUnity.GreatfordevelopersnewtoUnity,Android,orboth,thisbookwillwalkyouthrougheverythingyouneedtoknowaboutgamedevelopmentfortheAndroidmobileplatform.Noexperiencewithprogramming,Android,orUnityisrequired.Mostoftheassetsusedineachchapterprojectareprovidedwiththebook,butitisassumedthatyouhavesomeaccesstobasicimageandmodelcreationsoftware.YouwillalsoneedaccesstoanAndroidpowereddevice.
目錄(151章)
倒序
- coverpage
- Credits
- Unity Android Game Development by Example Beginner's Guide
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Saying Hello to Unity and Android
- Understanding what makes Unity great
- Understanding what makes Android great
- Understanding how Unity and Android work together
- Differences between Pro and Basic
- Setting up the development environment
- Time for action – installing the JDK
- Time for action – installing the Android SDK
- Time for action – installing Unity 3D
- Optional code editor
- Connecting to a device
- Time for action – simple device connection
- Time for action – connecting trickier devices
- Unity Remote
- Building a simple application
- Time for action – Hello World
- Summary
- Chapter 2. Looking Good – Graphical Interface
- Creating a Tic-tac-toe game
- Time for action – creating Tic-tac-toe
- Finishing the game
- Time for action – finish creating the game
- GUI Skins and GUI Styles
- A prettier form of Tic-tac-toe
- Time for action – styling the game
- Dynamic positioning
- Time for action – the dynamic GUI
- A better way to build to device
- Time for action – build and run
- Summary
- Chapter 3. The Backbone of Any Game – Meshes Materials and Animations
- Setting up
- Time for action – the setup
- Importing the meshes
- Time for action – importing the tank
- Tank import settings
- Time for action – creating the tank
- Time for action – keeping score
- Time for action – controlling the chassis
- Time for action – controlling the turret
- Time for action – putting the pieces together
- Creating the materials
- Time for action – creating the city
- Time for action – moving treads
- Animations
- Time for action – setting up target's animations
- Time for action – creating the target state machine
- Time for action – scripting the target
- Time for action – creating the target
- Ray tracing to shoot
- Time for action – simple shooting
- Summary
- Chapter 4. Setting the Stage – Camera Effects and Lighting
- The camera effects
- Time for action – adding a skybox and distance fog
- Time for action – creating the pointer
- Time for action – controlling the indicator
- Time for action – working with a second camera
- Time for action – using the boost effect
- Lights
- Time for action – adding more lights
- Time for action – creating a lightmap
- Time for action – applying headlights
- Blob shadow
- Time for action – a tank with a shadow
- Summary
- Chapter 5. Getting Around – Pathfinding and AI
- Understanding AI and pathfinding
- The NavMesh
- Time for action – creating the NavMesh
- The NavMeshAgent component
- Time for action – creating the enemy
- The chase
- Time for action – the player is over here
- Time for action – chasing the player
- Being attacked
- Time for action – getting ready to fire
- Attacking the enemy
- Time for action – giving it a weakness
- Spawning
- Time for action – creating spawns
- Summary
- Chapter 6. Specialties of the Mobile Device – Touch and Tilt
- Setting up
- Time for action – creating the project
- Controlling with tilt
- Time for action – steering the space ship
- Time for action – flying asteroids
- Time for action – adding collisions
- Time for action – adding an enemy ship
- Controlling with touch
- Time for action – touch to shoot
- Time for action – creating a space spawn
- Summary
- Chapter 7. Throwing Your Weight Around – Physics and a 2D Camera
- 2D games in a 3D world
- Time for action – preparing the world
- Physics
- Time for action – creating planks
- Time for action – sliding and bouncing
- Characters
- Time for action – creating the pigs
- Time for action – creating the red bird
- Controls
- Time for action – creating the slingshot
- Time for action – controlling the camera
- A better background
- Time for action – creating the parallax background
- The flock variety
- Time for action – creating the yellow bird
- Time for action – creating the blue bird
- Time for action – creating the black bird
- Level selection
- Time for action – creating the level selection
- Summary
- Chapter 8. Special Effects – Sound and Particles
- Understanding audio
- Time for action – adding background music
- Time for action – warning the player
- Understanding particle systems
- Time for action – adding engine trails
- Putting it together
- Time for action – adding explosions
- Time for action – adding laser blasts
- Summary
- Chapter 9. Optimization
- Minimizing the application footprint
- Tracking performance
- Time for action – tracking scripts
- Minimizing lag
- Occlusion
- Time for action – occluding tanks
- Summary
- Appendix A. Pop Quiz Answers
- Chapter 5 Getting Around – Pathfinding and AI
- Chapter 6 Specialties of the Mobile Device – Touch and Tilt
- Index 更新時間:2021-07-21 18:01:51
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