Unity3D Core Development
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Summary
Editor's review
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
- Complete each chapter's hands-on project in order, focusing on understanding the design patterns in the code examples rather than simply copying them
- When reading the physics engine and rendering pipeline chapters, open the Unity editor alongside to debug parameters in real time and observe changes
- 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
- 版权信息
- 内容提要
- 前言
- 第1章 Unity3D编辑器功能概述
- 1.1 Unity3D简介
- 1.2 Unity3D项目管理
- 1.3 创建项目
- 1.4 打开项目
- 1.5 认识Unity3D编辑器面板
- 1.6 认识Unity3D菜单
- 1.6.1 File菜单
- 1.6.2 Edit菜单
- 1.6.3 Assets菜单
- 1.6.4 GameObject菜单
- 1.6.5 Component菜单
- 1.6.6 Window菜单
- 1.6.7 Help菜单
- 1.7 学习Unity中重要编辑器的使用
- 1.7.1 工具栏的使用
- 1.7.2 Scene(编辑视图)
- 1.7.3 Game(游戏视图)
- 1.7.4 Hierarchy(层级视图)
- 1.7.5 Inspector(检视视图)
- 1.7.6 Project(项目视图)
- 1.7.7 Animation(动画视图)
- 1.7.8 Profiler(分析器视图)
- 1.7.9 Audio Mixer(音频混合视图)
- 1.7.10 Asset Store(资源商店)
- 1.7.11 Animator(动画控制器视图)
- 1.7.12 Animator Parameter(动画参数视图)
- 1.7.13 Sprite Packer(精灵打包视图)
- 1.7.14 Lighting(光照视图)
- 1.7.15 Occlusion Culling(遮挡剔除视图)
- 1.7.16 Frame Debuger(帧调试视图)
- 1.7.17 Navigation(寻路网格视图)
- 1.7.18 Console(控制台窗口)
- 第2章 Unity3D资源导入与设置
- 2.1 Unity支持的资源类型
- 2.2 贴图资源的导入与设置
- 2.2.1 导入贴图资源
- 2.2.2 贴图设置
- 2.3 模型资源导入与设置
- 2.3.1 导入模型资源
- 2.3.2 模型设置
- 2.4 声音资源导入与设置
- 2.4.1 导入声音资源
- 2.4.2 设置声音资源
- 2.5 Standard Assets资源导入
- 2.6 自定义资源导出与导入
- 2.7 Prefab(预制体)
- 2.7.1 创建Prefab
- 2.7.2 修改Prefab
- 2.8 Unity中的特殊文件夹
- 2.8.1 Editor文件夹
- 2.8.2 Gizmos文件夹
- 2.8.3 Plugins文件夹
- 2.8.4 Resources文件夹
- 2.8.5 Standard Assets文件夹
- 2.8.6 StreamingAssets文件夹
- 2.8.7 Hidden Assets
- 第3章 Unity3D中的基本对象
- 3.1 场景(Scene)
- 3.2 游戏对象(GameObject)
- 3.3 组件(Component)
- 3.4 Transform
- 3.4.1 Unity中的坐标系
- 3.4.2 设置Transform组件
- 3.5 摄像机(Camera)
- 3.5.1 Clear Flags
- 3.5.2 Culling Mask
- 3.5.3 Projection
- 3.5.4 Clipping Planes
- 3.5.5 Viewport Rect
- 3.5.6 Depth
- 3.6 脚本(Script)
- 3.7 光源(Light)
- 3.7.1 Point Lights
- 3.7.2 Spot Lights
- 3.7.3 Directional Lights
- 3.7.4 Area Lights
- 3.7.5 Ambient Light
- 3.8 粒子(Particle System)
- 3.9 地形(Terrain)
- 3.10 声音(Audio)
- 3.11 材质(Material)
- 3.12 物理材质(Physics Material)
- 第4章 地形编辑
- 4.1 创建地形
- 4.2 地形参数设置
- 4.3 地貌编辑
- 4.3.1 升高/降低地形
- 4.3.2 绘制预设高度地形
- 4.3.3 平滑地形高度
- 4.4 地貌纹理
- 4.4.1 添加贴图
- 4.4.2 绘制贴图
- 4.5 细节编辑
- 4.5.1 添加植被
- 4.5.2 细节覆盖
- 第5章 Unity3D常用组件
- 5.1 MonoBehaviour介绍
- 5.2 编写MonoBehaviour
- 5.2.1 创建脚本
- 5.2.2 Mono生命周期方法
- 5.2.3 Mono成员变量定义
- 5.3 渲染组件介绍
- 5.3.1 LineRenderer
- 5.3.2 MeshRenderer
- 5.3.3 SkinnedMeshRenderer
- 5.3.4 TrailRenderer
- 5.3.5 CanvasRenderer
- 5.3.6 SpriteRenderer
- 5.4 物理组件介绍
- 5.4.1 Collider
- 5.4.2 Rigidbody
- 5.5 网络组件介绍
- 5.5.1 NetworkManager
- 5.5.2 NetworkIdentity
- 5.5.3 NetworkBehaviour
- 5.6 声音组件介绍
- 5.6.1 AudioSource
- 5.6.2 AudioListener
- 第6章 UI设计
- 6.1 UI类型介绍
- 6.1.1 UI的应用场景类型
- 6.1.2 目前主要的UI实现方法
- 6.2 UGUI的组成
- 6.2.1 Canvas
- 6.2.2 EventSystem
- 6.2.3 Atlas(图集)
- 6.3 UGUI的层级顺序
- 第7章 UGUI布局组件
- 7.1 UGUI中UI自适应方法
- 7.2 Canvas设置
- 7.2.1 Canvas渲染顺序
- 7.2.2 Canvas渲染模式
- 7.3 Canvas Scaler设置
- 7.3.1 Constant Pixel Size
- 7.3.2 Scale With Screen Size
- 7.3.3 Constant Physical Size
- 7.4 RectTransform设置
- 7.4.1 中枢轴(Pivot)
- 7.4.2 锚点(Anchors)
- 7.5 UGUI常用布局组件
- 7.5.1 Layout Element
- 7.5.2 Conent Size Filtter
- 7.5.3 Aspect Ratio Filter
- 7.5.4 Layout Group
- 7.5.5 滑动窗(Scroll View)
- 7.6 UGUI自定义自动布局
- 7.6.1 ILayoutElement
- 7.6.2 ILayoutGroup
- 7.6.3 ILayoutSelfController
- 第8章 UGUI交互组件及事件
- 8.1 Text
- 8.1.1 Rich Text
- 8.1.2 Rich Text编辑器
- 8.1.3 自适应文本
- 8.2 RawImage
- 8.3 Image
- 8.4 Button
- 8.4.1 Transition
- 8.4.2 OnClick
- 8.5 Toggle
- 8.6 Toggle Group
- 8.7 Slider
- 8.8 Dropdown
- 8.9 Input Field
- 8.10Event Trigger
- 第9章 Unity3D中的异步操作
- 9.1 异步操作的概念
- 9.2 Unity中的异步操作
- 9.2.1 协程机制(Coroutines)
- 9.2.2 Invoke机制
- 9.3 消息机制
- 9.4 线程间的通信
- 9.5 Unity3D中的时间
- 第10章 Unity3D场景管理
- 10.1 场景加载
- 10.1.1 同步加载场景
- 10.1.2 异步加载场景
- 10.1.3 保留场景中的对象
- 10.2 内部资源加载
- 10.2.1 内部资源路径
- 10.2.2 内部资源释放
- 10.3 对象的创建与删除
- 10.3.1 创建空对象
- 10.3.2 创建预制体对象
- 10.4 LayerMask的理解与应用
- 10.5 场景中的对象搜索
- 10.5.1 使用名字搜索对象
- 10.5.2 使用tag搜索对象
- 10.5.3 使用类型搜索对象
- 第11章 数学在Unity中的应用
- 11.1 Mathf类概述
- 11.2 数学常量
- 11.3 循环运动
- 11.4 圆周运动
- 11.5 随机数的产生
- 第12章 Unity3D中的物理库
- 12.1 Physcis简介
- 12.2 射线碰撞检测
- 12.3 体积碰撞检测
- 12.4 基于射线碰撞的物体抓取
- 第13章 输入设备拾取
- 13.1 Input类方法和变量
- 13.2 鼠标输入
- 13.3 键盘输入
- 13.4 触控屏输入
- 13.5 自定义控制器
- 第14章 多平台发布
- 14.1 SDK接入原理
- 14.1.1 插件目录
- 14.1.2 创建Managed plugins
- 14.1.3 创建Android插件
- 14.1.4 创建iOS插件
- 14.1.5 调用插件
- 14.1.6 插件回调Unity代码
- 14.2 PC/Mac设置与发布
- 14.2.1 系统架构兼容性设置
- 14.2.2 游戏信息设置
- 14.2.3 发布与运行
- 14.3 Android设置与发布
- 14.3.1 安装即配置Android SDK
- 14.3.2 系统架构兼容性设置
- 14.3.3 游戏信息设置
- 14.3.4 发布与运行
- 14.4 iOS设置与发布
FAQ
Is the Unity version used in this book outdated?
How much math is needed to understand the rendering pipeline chapter?
Are complete project files provided for the book's case studies?
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About the 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.
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.