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Other editions of book Unity From Zero to Proficiency

  • Unity From Zero to Proficiency

    Patrick Felicia

    language (Patrick Felicia, April 19, 2016)
    Newly Edited and Updated Version (Third Edition) for Unity 2019 Learn C# with Unity, and create a full FPS game without the headachesWithout this book, most people spend too long trying to learn C# with Unity the hard way. This book is the only one that will get you to learn Unity fast without wasting so much time. It includes twelve chapters that painlessly teach you the necessary skills to create an FPS game and to learn intermediate C# and Unity techniques. What you will learnAfter completing this book, you will be able to: Use Unity's built-in methods. Use Rigidbody physics to propel airborne objects. Use a Finite State Machine to create intelligent NPCs. Manage 3D animations for the NPCs. Create NPCs who can chase the player. Create and manage weapons and ammunition for the player. Create a 2D scrolling shooter. Create a card-guessing game. Create a 2D puzzle game. Content and structure of this bookThe content of the books is as follows:In Chapter 1, you will learn key C# programming concepts such as variables, variable types, polymorphism, or constructors.In Chapter 2, you will code and compile your first script in C#.In Chapter 3, you will create a simple 3D game where the user has to reach the end of the level by avoiding projectiles from intelligent robots.In Chapter 4, you will create a gun and a grenade launcher that the player can use to defeat enemies.In Chapter 5, you will start to use Mecanim and NavMesh navigation to control an animated character that detects, follows, or attacks the player.In Chapter 6, you will combine the skills that you have acquired in the previous chapters to create a fully functional level where the player needs to escape a level full of armed NPCs. You will also learn how to generate a game level dynamically from your code.In Chapter 7, you will create a simple 2D scrolling shooter.In Chapter 8, you will improve your game by adding explosions and a scrolling background.In Chapter 9, you will add intelligent spaceships that attack the player.In Chapter 10, you will include a shield to the player's spaceship, along with other interesting features (e.g., sound FX, a scoring system, etc).In Chapter 11, you will create a card-guessing game.In Chapter 12, you will create a 2D puzzle game.Chapter 13 summarizes the topics covered in the book.If you want to create FPS games, 2D Shooters, Card Games and Puzzles with Unity using a tried-and-tested method: download this book now!
  • Unity from Zero to Proficiency

    Patrick Felicia

    (Independently published, Sept. 30, 2019)
    Third Edition updated for Unity 2019, Published in October 2019In this book, the third book in the series, you will become comfortable with C# programming and Unity by creating three games: a 3D First-Person Shooter, a 2D space shooter, a card matching game, and a 2D puzzle game.The book includes step-by-step activities, as well as quizzes and challenges at the end of each chapter. The content of each chapter is as follows:Chapter 1 provides an introduction to C# and explains key programming concepts such as variables, variable types, polymorphism, constructors, or methods as well as best practices for C# programming within Unity.Chapter 2 helps you to code your first script in C#. It explains common coding mistakes and errors in Unity, and how to avoid them easily.Chapter 3 gets you to use C# to instantiate, use and control Rigidbody objects from your script as well as explosions to create intelligent robots that track and shoot projectiles at the player.Chapter 4 explains how to create and manage both weapons (e.g., a gun and a grenade launcher) and ammunitions.Chapter 5 explains how to use Mecanim and NavMesh navigation to control an animated character that detects, follows, or attacks the player.Chapter 6 makes it possible to combine the skills that you have acquired in the previous chapters to create a fully functional level. You will also learn how to generate a maze (or game level) dynamically from your code.Chapter 7 explains how to create a simple 2D scrolling shooter where the player will pilot a space ship, avoid asteroids, and destroy enemies to win.Chapter 8 shows you how to add explosions and a scrolling background to your game.Chapter 9 gets you to add intelligent enemies to your game.Chapter 10 explains how you can include a shield to the player, along with audio, more intelligent enemies, and a scoring system.Chapter 11 explains how you can create a card-guessing game.Chapter 12 explains how you can create a 2D puzzle game.Chapter 13 summarizes the topics covered in the book and provides you with more information on the next steps.If you want to create FPS games,2D Shooters, Card Games and Puzzles with Unity using a tried-and-tested method: buy this book now!
  • Unity 5 from Zero to Proficiency

    Patrick Felicia

    (CreateSpace Independent Publishing Platform, April 21, 2016)
    Why this book can help you to get started with Game Development Creating your own game can be very intimidating at the start, and quite often, regardless of your experience with games, it is sometimes difficult to find the time and motivation to get over the first barriers and to get started. Often, these barriers seem higher than they actually are. Maybe you are a teacher trying to introduce games in your classroom or a parent trying to help your child with coding, but with no previous coding or game development experience; maybe you are a hobbyist who would love to create interactive environments based on your favorite games; maybe you are a student getting started with game development but you just don't know where to start or what resources to use; or maybe you have tried online video tutorials but found them disjointed. You may be wondering: "How can I start to create my games if I have no experience of coding", or "this game engine is so complex that I just don't know where to get started". This is quite common, and you can easily overcome these issues with a step-by-step approach that gets you to progressively develop and use your skills. This is the approach that I have used successfully over the past years to take students from no knowledge of coding or game development to good levels of proficiency in Unity and coding. Of course, it takes some time and dedication; however, by following the techniques and suggestions described in this book, I can promise you that you will progress, regardless of your background, and become more comfortable with Unity and coding. Content and structure of this book In this book, the third book in the series, you will become comfortable with programming in C# by creating a simple survival game in Unity. The book includes: A list of the learning objectives at the start of each chapter. Step-by-step activities. Opportunities to engage in deeper learning and problem-solving skills through challenges at the end of each chapter. Quizzes to test your knowledge. Code solutions (in C#) for each chapter. Cheat-sheets (i.e., shortcuts, best practice, etc.) that you can download. The content of each chapter is as follows: Chapter 1 provides an introduction to C# and explains key programming concepts such as variables, variable types, polymorphism, constructors, or methods as well as best practices for C# programming within Unity. Chapter 2 helps you to code your first script in C#. It explains common coding mistakes and errors in Unity, and how to avoid them easily. Chapter 3 gets you to use C# to instantiate, use and control Rigidbody objects from your script as well as explosions. Chapter 4 explains how to create a simple weapon management system. You will create weapons (e.g., a gun and a grenade launcher), manage the collection of ammunition, and also implement a user interface to keep track of ammunition. Chapter 5 explains how to use Mecanim and NavMesh navigation to control an animated NPC that detects, follows, or shoot at the player. Chapter 6 makes it possible to combine the skills that you have acquired in the previous chapters to create a fully functional level. You will also learn how to generate a maze (or game level) dynamically from your code. Chapter 7 provides answers to Frequently Asked Questions (FAQs) related to FSM, NavMesh, Rigiddbody components, or Artificial Intelligence. It also provides links to additional exclusive video tutorials that can help you with some of your questions. Chapter 8 summarizes the topics covered in the book and provides you with more information on the next steps