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Unity From Zero to Proficiency

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Patrick Felicia

Unity From Zero to Proficiency

language (Patrick Felicia Oct. 13, 2016) , 3 edition
Newly Edited and Updated Version (Third Edition) for Unity 2019


Create multiplayer games and procedural levels and boost game performances without the headaches
Without 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 six chapters that painlessly teach you the necessary skills to extract data from files, create procedural levels, connect to a database, create a network game and optimize your code for a faster and more engaging game.



What you will learn
After completing this book, you will be able to:
  • Create levels procedurally with C#, save yourself time, and speed-up the level design process.
  • Create levels randomly so that they are different every time the scene is loaded and add re-playability to your game.
  • Read XML files using C# and use the data within to create levels.
  • Create a space simulation using XML and C# and make your scene customizable.
  • Connect to a database from Unity to save and retrieve the player's score.
  • Create a simple network tank game with projectiles and explosions.
  • Create a Simon game.
  • Optimize your code and your project's structure

Content and structure of this book
The content of the books is as follows:
  • In Chapter 1, you will create indoors and outdoors levels from your code.
  • In Chapter 2, you will set-up your own database and write data from/to the database through Unity to save and update the player's score.
  • In Chapter 3, you will create a simple (but fun) network tank game.
  • In Chapter 4, you will design and implement your version of the Simon game, whereby the player has to memorize an increasing sequence of colors and sounds.
  • In Chapter 5, you will learn advanced techniques to boost the performance of your game, and to make your code and project easily maintainable.
  • Chapter 6 provides answers to frequently asked questions.
If you want to start creating multi-player games and procedural levels using a tried-and-tested method: download this book now!

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