Unity from Zero to Proficiency (Foundations)

A stet-by-step guide to creating your first game

| Book Files | Free Book Sample |

Book Description

If you always wanted to get started with game development from zero (i.e., with no prior knowledge of coding), then this book should is for you. It is a perfect introduction to game creation and it helps to become familiar with Unity's interface and key features.

What you will Learn

In this book, you will become more comfortable with Unity's interface and its core features by creating a project that includes both an indoor and an outdoor environment. This book only covers drag and drop features, so that you are comfortable with Unity's interface before starting to code (in the next book). After completing this book you will be able to:

  • Become comfortable with Unity's interface.
  • Manipulate shapes to create an indoor environment.
  • Create and apply textures and colors to objects.
  • Create outdoors environments with terrains and include water, hills, valleys, sky-boxes, and much more
  • Use built-in controllers (First- and Third-Person controllers) to walk around the 3D environment and also add and pilot a car and an aircraft.
  • Manipulate a camera to see the environment from different perspectives
  • Create and display the content of multiple cameras onscreen (i.e., camera tricks)

Topics covered in this book:

  • Creating a scene and adding objects.
  • Manipulating built-in objects (e.g., transform and combine).
  • Adding and managing lights.
  • Applying textures and colors to objects.
  • Importing built-in assets.
  • Managing folders and assets.
  • Using cameras to follow objects automatically.
  • Creating a maze based on a template.
  • Design your own levels for indoor and outdoor environments.
  • Creating a terrain.
  • Exporting your first game for the web.

Key features

  • A step-by-step approach with examples and plenty of pictures to know exactly what to do.
  • Tips to maximize your workflow.
  • Quizzes to tests your knowledge at the end of each chapter.
  • Challenges to use and perfect your skills at the end of each chapter.
  • A section with answers to frequently asked questions organized by themes (e.g., navigation, object creation, interface, etc.)