Unity Development in Practice
Tags
Summary
Editor's review
Who it's for
A good fit for
- 掌握C#或JavaScript基础、想系统学习Unity开发流程的初学者
- 有一定编程经验、准备做第一款3D小游戏的学生或爱好者
- 需要随手查阅具体实现方案的独立开发者与小型团队
- 讲授游戏引擎课程、需要实例素材的教师与培训讲师
- 从其他引擎转来、想快速了解Unity常用组件与工作流的开发者
Not a good fit for
- 完全没有编程基础、需要从语法和逻辑入门的读者
- 只想学习UGUI、Shader Graph、DOTS等现代Unity特性的读者
- 使用Unity 2021及以上版本、希望教程与当前界面完全对应的读者
Reading tips
- 先通读第1章把工程结构、Prefab与资源管理理清,这是后面所有实例的基础。
- 把本书当作配方手册:遇到具体需求时按目录定位,跟着步骤在空工程里复现,而不要逐页通读。
- 复现时对照当前Unity版本官方文档修正API与界面差异,重点体会解决问题的思路而非逐字照抄代码。
- 每完成一个实例都整理成自己的可复用脚本或预制件,逐步积累成个人工具库。
About the publisher
In addition to science and technology and professional publishing, the books in our catalog from China Machine Press also reflect a sustained focus on psychology, computing, management, finance and economics, and social sciences. In psychology, the catalog includes works by C. G. Jung and introductions to analytical psychology, as well as applied topics such as stress and health, and addiction and healing. In computing, it features Structure and Interpretation of Computer Programs (JavaScript Edition). Management and finance titles include Administrative Behavior (4th Edition), The Price of Inequality (Collector's Edition), and This Time Is Different: Eight Centuries of Financial Folly (Commemorative Edition). In the philosophy and history of science, there is The Worldview: The Third Edition. Relevant authors include C. G. Jung, William McGuire, Sonu Shamdasani, and Gabor Maté. Public information is limited; the above summarizes the publisher's profile based solely on the books in our catalog.
Contents
- Chapter 1 Getting Started with Unity 4.x (installing Unity, setting preferences, interface and project view, Prefabs and asset import/export)
- Chapter 2 Working with Cameras (picture-in-picture, camera switching, lens flare, screen textures, zoomable and inspection cameras, minimaps)
- Chapter 3 Creating Textures and Materials (reflective materials, self-illuminating materials, specular and transparent maps, cookie textures, real-time generated textures, disabling material culling)
- Chapter 4 Creating GUI (digital and analog clocks, compass, radar, inventory, countdown timer, mouse wheel scrolling, custom mouse cursor)
- Chapter 5 Controlling Animation (Avatar and idle animation, Root Motion and Blend Trees, animation layers and masks, rigid props, throwing, ragdoll)
- Chapter 6 Playing and Processing Sound (playback control, volume control, playing sound before object destruction, dynamic soundtracks)
- Chapter 7 Using External Asset Files and Devices (loading external assets, Internet downloads, PlayerPrefs save/load, screenshots, Kinect control, PHP/MySQL leaderboards)
- Chapter 8 Using External Text Files and XML Data (loading TextAsset, file stream read/write, XML parsing and generation, serialization)
- Chapter 9 Managing Object State and Controlling Object Movement (orientation behaviors, seeking and fleeing, flocking, spawn points, waypoint following, state pattern)
- Chapter 10 Improving Games with Additional Features and Optimization Options (pause, slow motion, 3D stereoscopic projection, profiling, object pooling, delegate events, coroutines, caching)
- Chapter 11 Leveraging Unity Pro (depth of field focus, rearview mirror, in-scene video playback, audio filter simulating underwater environment, loading external movies)
FAQ
这本书的原版是哪一本?
书名和《Unity游戏开发实战》是同一本吗?
书里的内容还能用在现在的Unity版本上吗?
零基础可以直接读这本书吗?
书的篇幅和结构是怎样的?
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