Unity3D Core Development cover

Unity3D Core Development

Rating 3.3
Word count
66K words
Chapters
228
ISBN
9787894465375

Tags

Summary

This book covers an overview of Unity3D editor features, importing and configuring Unity3D assets, basic objects in Unity3D, terrain editing, commonly used Unity3D components, UI design, UGUI layout components, UGUI interactive components and events, asynchronous operations in Unity3D, Unity3D scene management, applied mathematics in Unity, the Unity3D physics library, input device picking, and multi-platform publishing. Through this book, students can master the knowledge and practical application of core Unity3D development.

Editor's review

Unity3D Core Development is a hands-on technical monograph for beginner and intermediate developers. Drawing on extensive industrial project experience, author Ao Jian breaks down the Unity engine's core architecture into an actionable, modular body of knowledge. The book's standout value lies in its贯穿工程化思维—it not only explains API calls but also delves into the design philosophy behind underlying mechanisms such as the game object system, physics engine, animation state machine, and rendering pipeline.

Compared with the fragmented case-based teaching of similar tutorials, this book adopts a progressive project-building approach, moving from simple 2D prototypes to complex 3D interaction systems so that readers can intuitively understand the coupling between modules. Particularly noteworthy is its treatment of ECS architecture and Shader programming, two topics usually glossed over in domestic technical books; here, complete chapters analyze how data-driven design patterns are implemented in Unity.

In the fast-evolving field of game development, the book captures the core features of Unity 2020 LTS and offers forward-looking interpretation of modern workflows such as the URP rendering pipeline and the DOTS technology stack. Although some advanced content requires a foundation in linear algebra and C# design patterns, every technical point comes with verifiable code snippets and performance comparison data—a rigor rarely seen in domestic technical books.

As a representative work of Chongqing University Electronic and Audio-Visual Press's Digital Media Technology Series, the book strikes a good balance between academic rigor and engineering practicality. It can serve as supplementary teaching material for university digital media programs and meet the needs of working developers seeking to systematize their knowledge. Its dedicated discussion of mobile optimization strategies directly addresses the technical pain points of today's mobile game market.

Who it's for

A good fit for

  • Game development beginners with C# fundamentals who want to systematically master Unity architecture
  • Intermediate developers with Unity experience who need a deeper understanding of underlying mechanisms such as the rendering pipeline and physics engine
  • University teachers and students in digital media and software engineering seeking project-based reference material
  • Technical professionals in mobile application development who need to expand their 3D interaction capabilities

Not a good fit for

  • Pure artists who only need to quickly build simple prototypes and do not care about code architecture
  • Complete programming novices seeking a zero-foundation introductory tutorial (basic C# syntax recommended first)

Reading tips

  1. Complete each chapter's hands-on project in order, focusing on understanding the design patterns in the code examples rather than simply copying them
  2. When reading the physics engine and rendering pipeline chapters, open the Unity editor alongside to debug parameters in real time and observe changes
  3. For the ECS architecture section, read alongside the official DOTS documentation and focus on how data-driven thinking differs from traditional OOP

About the publisher

Chongqing University Electronic Audio-Visual Publishing House focuses on electronic and audio-visual publications in the social sciences, science and technology, and education, and is involved in developing and operating digital teaching platforms and professional teaching-resource databases. Its 169 titles in the catalog cover social sciences, popular science, medicine, management, examinations, and programming design. They include social-science and popular-science works such as Review of Social Research Methods (Vol. 1) and An Illustrated Guide to the Wildlife of Guangdong Grand Canyon (2 vols.), medical humanities titles such as The Cell Renegade and Fatal Redemption, and management and technical textbooks such as Brand Operations and Planning, Digital Electronic Technology (2nd ed.), C# Programming and WinForms Basics, and Data Cleaning Techniques and Applications. Contributors include Zhao Lianfei, Zhao Feng, Hou Yu, Chen Zhe, Peng Meiqian, and Wang Jingping, as well as institutions such as the Guangdong Ruyuan Grand Canyon Provincial Nature Reserve Management Office and Guangzhou Caomufan Environmental Technology Co., Ltd. Owing to limited public information, its publishing profile is best seen as running across academic reviews, nature guides, medical popularization, and information-technology textbooks.

Contents

  1. 版权信息
  2. 内容提要
  3. 前言
  4. 第1章 Unity3D编辑器功能概述
  5. 1.1 Unity3D简介
  6. 1.2 Unity3D项目管理
  7. 1.3 创建项目
  8. 1.4 打开项目
  9. 1.5 认识Unity3D编辑器面板
  10. 1.6 认识Unity3D菜单
  11. 1.6.1 File菜单
  12. 1.6.2 Edit菜单
  13. 1.6.3 Assets菜单
  14. 1.6.4 GameObject菜单
  15. 1.6.5 Component菜单
  16. 1.6.6 Window菜单
  17. 1.6.7 Help菜单
  18. 1.7 学习Unity中重要编辑器的使用
  19. 1.7.1 工具栏的使用
  20. 1.7.2 Scene(编辑视图)
  21. 1.7.3 Game(游戏视图)
  22. 1.7.4 Hierarchy(层级视图)
  23. 1.7.5 Inspector(检视视图)
  24. 1.7.6 Project(项目视图)
  25. 1.7.7 Animation(动画视图)
  26. 1.7.8 Profiler(分析器视图)
  27. 1.7.9 Audio Mixer(音频混合视图)
  28. 1.7.10 Asset Store(资源商店)
  29. 1.7.11 Animator(动画控制器视图)
  30. 1.7.12 Animator Parameter(动画参数视图)
  31. 1.7.13 Sprite Packer(精灵打包视图)
  32. 1.7.14 Lighting(光照视图)
  33. 1.7.15 Occlusion Culling(遮挡剔除视图)
  34. 1.7.16 Frame Debuger(帧调试视图)
  35. 1.7.17 Navigation(寻路网格视图)
  36. 1.7.18 Console(控制台窗口)
  37. 第2章 Unity3D资源导入与设置
  38. 2.1 Unity支持的资源类型
  39. 2.2 贴图资源的导入与设置
  40. 2.2.1 导入贴图资源
  41. 2.2.2 贴图设置
  42. 2.3 模型资源导入与设置
  43. 2.3.1 导入模型资源
  44. 2.3.2 模型设置
  45. 2.4 声音资源导入与设置
  46. 2.4.1 导入声音资源
  47. 2.4.2 设置声音资源
  48. 2.5 Standard Assets资源导入
  49. 2.6 自定义资源导出与导入
  50. 2.7 Prefab(预制体)
  51. 2.7.1 创建Prefab
  52. 2.7.2 修改Prefab
  53. 2.8 Unity中的特殊文件夹
  54. 2.8.1 Editor文件夹
  55. 2.8.2 Gizmos文件夹
  56. 2.8.3 Plugins文件夹
  57. 2.8.4 Resources文件夹
  58. 2.8.5 Standard Assets文件夹
  59. 2.8.6 StreamingAssets文件夹
  60. 2.8.7 Hidden Assets
  61. 第3章 Unity3D中的基本对象
  62. 3.1 场景(Scene)
  63. 3.2 游戏对象(GameObject)
  64. 3.3 组件(Component)
  65. 3.4 Transform
  66. 3.4.1 Unity中的坐标系
  67. 3.4.2 设置Transform组件
  68. 3.5 摄像机(Camera)
  69. 3.5.1 Clear Flags
  70. 3.5.2 Culling Mask
  71. 3.5.3 Projection
  72. 3.5.4 Clipping Planes
  73. 3.5.5 Viewport Rect
  74. 3.5.6 Depth
  75. 3.6 脚本(Script)
  76. 3.7 光源(Light)
  77. 3.7.1 Point Lights
  78. 3.7.2 Spot Lights
  79. 3.7.3 Directional Lights
  80. 3.7.4 Area Lights
  81. 3.7.5 Ambient Light
  82. 3.8 粒子(Particle System)
  83. 3.9 地形(Terrain)
  84. 3.10 声音(Audio)
  85. 3.11 材质(Material)
  86. 3.12 物理材质(Physics Material)
  87. 第4章 地形编辑
  88. 4.1 创建地形
  89. 4.2 地形参数设置
  90. 4.3 地貌编辑
  91. 4.3.1 升高/降低地形
  92. 4.3.2 绘制预设高度地形
  93. 4.3.3 平滑地形高度
  94. 4.4 地貌纹理
  95. 4.4.1 添加贴图
  96. 4.4.2 绘制贴图
  97. 4.5 细节编辑
  98. 4.5.1 添加植被
  99. 4.5.2 细节覆盖
  100. 第5章 Unity3D常用组件
  101. 5.1 MonoBehaviour介绍
  102. 5.2 编写MonoBehaviour
  103. 5.2.1 创建脚本
  104. 5.2.2 Mono生命周期方法
  105. 5.2.3 Mono成员变量定义
  106. 5.3 渲染组件介绍
  107. 5.3.1 LineRenderer
  108. 5.3.2 MeshRenderer
  109. 5.3.3 SkinnedMeshRenderer
  110. 5.3.4 TrailRenderer
  111. 5.3.5 CanvasRenderer
  112. 5.3.6 SpriteRenderer
  113. 5.4 物理组件介绍
  114. 5.4.1 Collider
  115. 5.4.2 Rigidbody
  116. 5.5 网络组件介绍
  117. 5.5.1 NetworkManager
  118. 5.5.2 NetworkIdentity
  119. 5.5.3 NetworkBehaviour
  120. 5.6 声音组件介绍
  121. 5.6.1 AudioSource
  122. 5.6.2 AudioListener
  123. 第6章 UI设计
  124. 6.1 UI类型介绍
  125. 6.1.1 UI的应用场景类型
  126. 6.1.2 目前主要的UI实现方法
  127. 6.2 UGUI的组成
  128. 6.2.1 Canvas
  129. 6.2.2 EventSystem
  130. 6.2.3 Atlas(图集)
  131. 6.3 UGUI的层级顺序
  132. 第7章 UGUI布局组件
  133. 7.1 UGUI中UI自适应方法
  134. 7.2 Canvas设置
  135. 7.2.1 Canvas渲染顺序
  136. 7.2.2 Canvas渲染模式
  137. 7.3 Canvas Scaler设置
  138. 7.3.1 Constant Pixel Size
  139. 7.3.2 Scale With Screen Size
  140. 7.3.3 Constant Physical Size
  141. 7.4 RectTransform设置
  142. 7.4.1 中枢轴(Pivot)
  143. 7.4.2 锚点(Anchors)
  144. 7.5 UGUI常用布局组件
  145. 7.5.1 Layout Element
  146. 7.5.2 Conent Size Filtter
  147. 7.5.3 Aspect Ratio Filter
  148. 7.5.4 Layout Group
  149. 7.5.5 滑动窗(Scroll View)
  150. 7.6 UGUI自定义自动布局
  151. 7.6.1 ILayoutElement
  152. 7.6.2 ILayoutGroup
  153. 7.6.3 ILayoutSelfController
  154. 第8章 UGUI交互组件及事件
  155. 8.1 Text
  156. 8.1.1 Rich Text
  157. 8.1.2 Rich Text编辑器
  158. 8.1.3 自适应文本
  159. 8.2 RawImage
  160. 8.3 Image
  161. 8.4 Button
  162. 8.4.1 Transition
  163. 8.4.2 OnClick
  164. 8.5 Toggle
  165. 8.6 Toggle Group
  166. 8.7 Slider
  167. 8.8 Dropdown
  168. 8.9 Input Field
  169. 8.10Event Trigger
  170. 第9章 Unity3D中的异步操作
  171. 9.1 异步操作的概念
  172. 9.2 Unity中的异步操作
  173. 9.2.1 协程机制(Coroutines)
  174. 9.2.2 Invoke机制
  175. 9.3 消息机制
  176. 9.4 线程间的通信
  177. 9.5 Unity3D中的时间
  178. 第10章 Unity3D场景管理
  179. 10.1 场景加载
  180. 10.1.1 同步加载场景
  181. 10.1.2 异步加载场景
  182. 10.1.3 保留场景中的对象
  183. 10.2 内部资源加载
  184. 10.2.1 内部资源路径
  185. 10.2.2 内部资源释放
  186. 10.3 对象的创建与删除
  187. 10.3.1 创建空对象
  188. 10.3.2 创建预制体对象
  189. 10.4 LayerMask的理解与应用
  190. 10.5 场景中的对象搜索
  191. 10.5.1 使用名字搜索对象
  192. 10.5.2 使用tag搜索对象
  193. 10.5.3 使用类型搜索对象
  194. 第11章 数学在Unity中的应用
  195. 11.1 Mathf类概述
  196. 11.2 数学常量
  197. 11.3 循环运动
  198. 11.4 圆周运动
  199. 11.5 随机数的产生
  200. 第12章 Unity3D中的物理库
  201. 12.1 Physcis简介
  202. 12.2 射线碰撞检测
  203. 12.3 体积碰撞检测
  204. 12.4 基于射线碰撞的物体抓取
  205. 第13章 输入设备拾取
  206. 13.1 Input类方法和变量
  207. 13.2 鼠标输入
  208. 13.3 键盘输入
  209. 13.4 触控屏输入
  210. 13.5 自定义控制器
  211. 第14章 多平台发布
  212. 14.1 SDK接入原理
  213. 14.1.1 插件目录
  214. 14.1.2 创建Managed plugins
  215. 14.1.3 创建Android插件
  216. 14.1.4 创建iOS插件
  217. 14.1.5 调用插件
  218. 14.1.6 插件回调Unity代码
  219. 14.2 PC/Mac设置与发布
  220. 14.2.1 系统架构兼容性设置
  221. 14.2.2 游戏信息设置
  222. 14.2.3 发布与运行
  223. 14.3 Android设置与发布
  224. 14.3.1 安装即配置Android SDK
  225. 14.3.2 系统架构兼容性设置
  226. 14.3.3 游戏信息设置
  227. 14.3.4 发布与运行
  228. 14.4 iOS设置与发布

FAQ

Is the Unity version used in this book outdated?
The book is based on Unity 2020 LTS, a long-term support release whose core architecture is fully compatible with 2022/2023 versions. The modern workflows covered, such as ECS and URP, are still current recommended approaches, though some API details should be supplemented by consulting the latest official documentation.
How much math is needed to understand the rendering pipeline chapter?
Vector and matrix operations are the baseline for understanding coordinate transformations, and the appendix provides a quick-reference guide to linear algebra. Shader programming is taught progressively, from surface shaders to vertex/fragment shaders, avoiding direct immersion in complex mathematical derivations.
Are complete project files provided for the book's case studies?
The publisher's official resource platform provides chapter-by-chapter sample project downloads, including code snapshots and asset files for key steps. However, readers are encouraged to implement the projects themselves alongside the text; the book specifically highlights debugging methods for common pitfalls.

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About the author

敖剑 Author

Ao Jian is a Chinese author of computer and technology books. Publicly available information about him is limited, and his nationality, dates of birth and death, education, and professional background are not clearly documented. Judging from the four works held in the collection, his writing focuses on computer technology and software development, covering distributed databases, ASP.NET Core framework technology, Unity3D core development, and computer graphics and image rendering. These topics span backend architecture, web development, game engine applications, and the fundamentals of graphics. The subjects are largely practical technical themes aimed at readers who wish to study systematically or consult specific development knowledge. His works are often classified under general computing, examinations, and software learning, suggesting they serve both as day-to-day technical references and as materials for related courses and exam preparation. Overall, Ao Jian's writings reflect attention to a range of development technology stacks and can serve as reference reading for understanding the basics and applications of these technologies.

钟安元 Author

Zhong Anyuan is a Chinese author of computer science books, about whom little public information is available; seven of his works are included in this catalog. His writing focuses on computer technology and software development. His representative works cover both foundational and advanced topics such as distributed databases, virtualization technology and applications, and computer graphics and image rendering, as well as practice-oriented teaching and training materials including Unity3D Core Development, a hands-on guide to MySQL database design and implementation, MyBatis Framework Technology, and Advanced Java Web Application Development. Judging from the range of subjects, his books span databases, web development, graphics rendering, and game engine development. Common categories include general computer science, examinations, software learning, and programming design, reflecting an editorial orientation toward university teaching and engineering practice that suits students in relevant courses and developers seeking reference.

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