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Advanced Unity Game Development in pdf

 

Download this Book: Advanced Unity Game Development: Build Professional Games with Unity, C#, by Victor G Brusca in PDF

Jump start your Unity game development journey with a detailed review of a complete, professionally built game using Unity, C#, and Visual Studio. 

Gain invaluable experience with code structure, project structure, centralization of game state data, controlled initialization of script components, AI opponents, multiple input sources, player preferences, a full HUD and menu system, music and sound effects, level/track building, and more.

Author Victor Brusca walks you through the game’s code, scripts, and overall structure, all the while showing you how the code works within the Unity engine to define a complete, refined game. Starting with game specifications, the book covers base classes, basic interaction classes, advanced interaction classes, helper classes, input classes, and abstraction of raw input. 

Next, you'll dive into the menu system and see how a full, complete menu and HUD are coded and set up in the project through a detailed review of the code and working examples. Subsequently, you’ll gain insight on player and game state management, and the author will demystify the component-based structure of Unity games by demonstrating how to maintain order and centralization. 

Lastly, you will review pertinent build and project settings while learning techniques to profile and check the performance of your games, and tie it all together by building a new racetrack for the included game project.

On completing this book, you’ll have gained experience through the detailed review of a hover car racing game using C#, Unity Coding, Visual Studio, Unity C# Project Management, Unity Environment, Unity Project Management and more.

You will:

Understand Unity project design and implementation with regard to code base and scene hierarchy/game objects

Learn to implement game mechanics connected to Unity scene game objects with working demonstrations

Review professional topics, such as AI opponents, data persistence, menu systems, etc., and implement in the included project

Create a complete game from ground up using prefab models and the code reviewed throughout the text

Table of Contents

Chapter 1: Introduction and Getting Started

Chapter 2: Game Specifications

Chapter 3: Base Class

Chapter 4: Interaction Classes

Chapter 5: Advanced Interaction Classes

Chapter 6: Helper Classes

Chapter 7: Input Classes

Chapter 8: Menu System Classes

Chapter 9: Player and Game State Classes Part 1

Chapter 10: Player and Game State Classes Part 2

Chapter 11: Making It Professional

Chapter 12: Adding a New Racetrack

Chapter 13: Conclusion

About the Author

Victor Brusca is an experienced software developer specializing in building cross-platform applications and APIs. He regards himself as a self-starter with a keen eye for detail, an obsessive protection of systems/data, and a desire to write well-documented, well-encapsulated code. 

With over 14 years' software development experience, he has been involved in game and game engine projects on J2ME, T-Mobile SideKick, WebOS, Windows Phone, Xbox 360, Android, iOS, and web platforms.

About the book: 

Publisher ‏ : ‎ Apress; 1st ed. edition (December 3, 2021)

Language ‏ : ‎ English

Pages ‏ : ‎ 376 

File : PDF, 9MB

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