Nội dung cuốn sách có các phần như sau:
Preface 1
Chapter 1: Welcome to the Third Dimension 9
Getting to grips with 3D 9
Coordinates 9
Local space versus World space 10
Vectors 10
Cameras 10
Polygons, edges, vertices, and meshes 11
Materials, textures, and shaders 12
Rigid Body physics 12
Collision detection 13
Essential Unity concepts 14
The Unity way 14
Assets 15
Scenes 15
Game Objects 15
Components 15
Scripts 16
Prefabs 16
The interface 17
The Scene window and Hierarchy 18
The Inspector 18
The Project window 20
The Game window 20
Summary 21
Chapter 2: Environments 23
External modellers 23
Resources 24
Your frst Unity project 24
Using the terrain editor 26
Terrain menu features 26
Importing and exporting heightmaps 26
Set Heightmap resolution 27
Creating the lightmap 28
Mass Place Trees 28
Flatten Heightmap 29
Refresh Tree and Detail Prototypes 29
The terrain toolset 29
Terrain Script 29
Raise Height 30
Paint height 31
Smooth height 32
Paint Texture 33
Place Trees 34
Paint Details 35
Terrain Settings 35
Sun, Sea, Sand—creating the island 37
Take Me Home! Introducing models 57
Importing the model package 58
Common settings for models 59
Setting up the outpost model 61
Summary 63
Chapter 3: Player Characters 65
Working with the Inspector 66
Tags 66
Layers 68
Prefabs and the Inspector 68
Deconstructing the First Person Controller object 69
Parent-child issues 70
First Person Controller objects 70
Object 1: First Person Controller (parent) 72
Object 2: Graphics 76
Object 3: Main Camera 77
Scripting basics 81
Commands 81
Variables 82
Functions 84
If else statements 86
Globals and dot syntax 88
Comments 89
Further reading 89
The FPSWalker script 89
Launching the script 89
Deconstructing the script 91
Summary 97
Chapter 4: Interactions 99
Exploring collisions 100
Ray casting 101
The frame miss 102
Predictive collision detection 102
Adding the outpost 103
Positioning 104
Scaling 105
Colliders and tagging the door 106
Disabling automatic animation 109
Opening the outpost 110
Approach 1—Collision detection 110
Creating new assets 110
Scripting for character collision detection 111
Attaching the script 120
Approach 2—Ray casting 123
Disabling collision detection—using comments 124
Resetting the door collider 124
Adding the ray 125
Summary 126
Chapter 5: Prefabs, Collection, and HUD 127
Creating the battery prefab 128
Download, import, and place 128
Tagging the battery 129
Scale, collider, and rotation 129
Enlarging the battery 129
Adding a trigger collider 130
Creating a rotation effect 130
Saving as a prefab 131
Scattering batteries 131
Displaying the battery GUI 132
Creating the GUI Texture object 133
Positioning the GUI Texture 134
Scripting for GUI change 135
Battery collection with triggers 139
Restricting outpost access 141
Restricting access 142
Utilizing GetComponent() 143
Hints for the player 144
Battery GUI hint 144
GUI Text hint 144
Using fonts 148
Summary 150
Chapter 6: Instantiation and Rigid Bodies 151
Introducing instantiation 152
In concept 152
In code 152
Passing in an object 153
Position and rotation 153
Introducing rigid bodies 154
Forces 154
The Rigidbody component 154
Making the minigame 155
Creating the coconut prefab 156
Creating the textured coconut 156
Adding physics 158
Saving as a prefab 158
Creating the Launcher object 158
Scripting coconut throws 161
Checking for player input 162
Playing feedback sound 162
Instantiating the coconut 163
Naming instances 163
Assigning velocity 164
Safeguarding collisions 165
Script and variable assignment 166
Instantiate restriction and object tidying 167
Activating coconut throw 168
Removing coconuts 170
Adding the coconut shy platform 171
Import settings 171
Placement 173
Coconut detection script 174
Script assignment 176
Making more targets 178
Winning the game 178
Variable setup 178
Checking for a win 179
Script assignment 180
Incrementing and decrementing targets 180
Finishing touches 181
Adding the crosshair 181
Informing the player 182
Summary 184
Chapter 7: Particle Systems 185
What is a particle system? 185
Particle emitter 186
Particle Animator 187
Particle Renderer 187
In summary 188
Making the task 188
Asset download 189
Adding the log pile 189
Creating the fre particle systems 191
Making fre 191
Making smoke 196
Adding audio to the fre 199
Lighting the fre 199
Adding the matches 200
Creating the Matches GUI 200
Collecting the matches 200
Setting fre 202
Testing and confrming 204
Summary 205
Chapter 8: Menu Design 207
Interfaces and menus 208
Making the main menu 209
Creating the scene 209
Cancelling mip mapping 211
Adding titling 212
Creating the menu—approach 1 213
Adding the play button 214
GUI Texture button script 214
Assigning public member variables 216
Adding the instructions button 217
Adding the quit button 218
Using debug commands to check scripts 220
Creating the menu—approach 2 221
Disabling Game Objects 221
Writing an OnGUI() script for a simple menu 221
Fixed versus layout 221
Public member variables 222
The OnGUI() function 222
Flexible positioning for GUIs 222
Adding UnityGUI buttons 224
Opening scenes with custom functions 225
GUI skin settings 227
Decision time 230
Summary 231
Chapter 9: Finishing Touches 233
Volcano! 234
Positioning the particle system 234
Downloading assets 236
Making the smoke material 237
Particle system settings 237
Ellipsoid Particle Emitter settings 238
Particle Animator settings 238
Adding audio to the volcano 239
Volcano testing 240
Coconut trails 240
Editing the Prefab 240
Trail Renderer component 241
Updating the prefab 243
Performance tweaks 243
Camera Clip Planes and fog 244
Ambient lighting 245
Instructions scene 245
Adding screen text 245
Text Animation using Linear Interpolation (Lerp) 246
Menu return 249
Island level fade-in 252
UnityGUI texture rendering 254
Game win notifcation 255
Summary 256
Chapter 10: Building and Sharing 257
Build Settings 258
Web Player 259
Player Settings 259
Web Player Streamed 261
OS X Dashboard Widget 261
OS X/Windows Standalone 262
Building the game 263
Adapting for web build 263
Texture compression and debug stripping 266
Building standalone 266
Indie versus Pro 268
Building for the Web 269
Adapting web player builds 269
Quality Settings 270
Player Input settings 273
Sharing your work 275
Summary 276
Chapter 11: Testing and Further Study 277
Testing and fnalizing 278
Public testing 278
Frame rate feedback 279
Boosting performance 282
Approaches to learning 282
Cover as many bases as possible 282
If you don't know, just ask! 283
Summary 284
Index 285
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http://www.4shared.com/file/196736621/8173a150/Packt_-_Unity_Game_Development.html