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Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
Languages
Tools
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Author (1):
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Ryan Henson Creighton Ryan Henson Creighton
Author Profile Icon Ryan Henson Creighton
Ryan Henson Creighton
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Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! 2. Let's Start with the Sky FREE CHAPTER 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

Index

A

  • access modifier / C# Addendum
  • acripts
    • adding, to game objects / Time for action – making the hands and tray follow the mouse
  • aEmptySquares array / What just happened – making a list, checking it twice
  • AI
    • about / Computers that think
    • logic steps / Shut your trap
  • Alpha Centauri / Trapped in your own skin
  • angled paddle / A keep-up game for robots
  • AngryBots Demo / Fight Some Angry Bots
  • Animation clip / Time for action – animate the bouncer
  • Animation view / Time for action – I like to move it move it
  • arguments / Educated guesses
  • Arkanoid / The mechanic that launched a thousand games
  • Artillery Live!
    • URL / Artillery Live!
    • about / Artillery Live!
    • core mechanism / Artillery Live!
    • skin / Artillery Live!
    • feature set / Artillery Live!
    • skinny, on multiplayer / The skinny on multiplayer
    • additional features / The skinny on multiplayer
  • Asteroid Base
    • about / Lovers in a Dangerous Spacetime
  • Audacity
    • URL / Sound
  • Awake function / Still time for action – changing the clock text color

B

  • Ball GameObject / Lick it and stick it
  • basis
    • knowing / Need-to-know basis
  • BEDMAS / Time for action – Log the New Number
  • Bezier / What just happened – holy hospital rampage, Batman!
  • BFXR
    • about / What's the catch?
    • URL / Sound
  • Big Fun Racing
    • about / Big Fun Racing
  • billboarding
    • about / Time for action – bombs away!
  • Blender
    • about / The wonders of technology!
    • URL / Graphics
  • Blurst / Off-Road Velociraptor Safari
    • URL / I bent my Wooglie
  • bounce
    • adding, to game object / More bounce to the ounce, Time for action – make the Ball bouncy
    • tweaking / Time for action – tweaking the bounce, What just happened – storing velocity
    • track, keeping / Time for action – keeping track of the bounces
  • bouncer GameObject
    • animating / Time for action – animate the bouncer, What just happened – red and raging
    • moving / Time for action – I like to move it move it
  • Break-Up game
    • particle system, adding / Time for action – bombs away!
    • particle system, poking / Time for action – poke those particles
    • spark material, adding to particle system / Time for action – creating a spark material
    • Prefab, creating / Time for action – prefabulous, What just happened – what's a Prefab?
    • brownstone model, setting up / Time for action – lights, camera, and apartment
    • character, adding / Time for action – adding the character
    • animation, registering / Time for action – registering the animations
    • character script, creating / Time for action – scripting the character, What just happened – stepping through the "step" code
    • Collider Component, adding / Time for action – open the pod bay door, Hal
    • Rigidbody Component, adding / Time for action – open the pod bay door, Hal
    • Rigidbody Component, adding to character / Time for action – collision-enable the character
    • Collider Component, adding to character / Time for action – collision-enable the character
    • bomb script, creating / Time for action – apocalypse now?
    • particle system, creating for explosion / Time for action – go boom
    • DestroyParticleSystem, creating / Time for action – kill kill murder die
    • explosion, handling / Time for action – the point of impact
    • explosion, testing / Time for action – hook up the explosion
    • beer steins, adding / Time for action – amass some glass
    • particle system, creating / Time for action – create a particle system, What just happened – getting smashed
    • particle system, setting with sharper-edged texture / Time for action – make it edgier!, What just happened – I fall to pieces
    • particle system, placing into Prefab / Time for action – contain the explosion, What just happened – duped?
    • FallingObject script, creating / Time for action – let's get lazy, What just happened – FallingObject: The PuppetMaster
    • game objects, colliding / Terminal velocity is a myth – bombs fall faster, What just happened – when game objects collide?
    • game objects, tagging / Time for action – tag the objects, Time for action – write the collision detection code
    • collision detection, coding / Time for action – write the collision detection code
    • characters animation, interrupting / Time for action – animation interrupts
    • facial explosion, adding / Time for action – add facial explosions, What just happened – raindrops keep 'sploding on my head
    • sound effects, adding / Time for action – make some noise
    • sound effects, adding to FallingObject script / Time for action – add sounds to FallingObject
    • sound effects, importing / Have a go hero – sound off
    • sound effects, creating / Have a go hero – sound off
    • sound effects, modifying for same event / Time for action – mix it up a bit
    • score points / Have a go hero – filling in the gaps
    • timer, adding / Have a go hero – filling in the gaps
    • players success, determining / Have a go hero – filling in the gaps
    • game levels / Have a go hero – filling in the gaps
    • health points, creating / Have a go hero – filling in the gaps
    • unlit bombs, catching / Have a go hero – filling in the gaps
    • C# Addendum / C# Addendum
  • Bump Map
    • about / What just happened – understanding Materials
    • using / What just happened – understanding Materials
  • Bust-A-Move or Puzzle Bobble / The mechanic that launched a thousand games

C

  • C#
    • advantage / It's all Greek to me
  • C# addendum / C# addendum
  • C# modifiers
    • public / C# Addendum
    • private / C# Addendum
    • protected / C# Addendum
    • internal / C# Addendum
  • camera rig
    • setting up / Time for action – set up the camera rig
  • card-flipping function
    • building / Time for action – building the card-flipping function, Time for action – building the card-flipping function
  • Cartoon Network television / FusionFall
  • character rig / Time for action – adding the character
  • CheckFor2InARow function / What just happened – the search is on
  • CheckForWin condition
    • checking / Nice moves
  • CheckForWin function
    • using / What just happened – hunting for a win
  • ChuChu Rocket! / Walk before you can run (or double jump)
  • class / A capital idea
  • ClickSpace function / Time for action – the final bug
  • ClickSquare function / Here comes the drop, On deaf ears, Time for action – add computer control
  • clock
    • script, preparing / Time for action – preparing the Clock Script
    • text, preparing / Time for more action – preparing the clock text
    • text color, changing / Still time for action – changing the clock text color
    • font texture, changing / Time for action rides again – creating Font Texture and Material, Time for action – what's with the tiny font?, What just happened – was that seriously magic?
    • code, preparing / Time for action – preparing the clock code, What just happened – that's a whole lotta nothing
    • countdown logic, creating / Time for action – creating the countdown logic
    • time, displaying on screen / Time for action – displaying the time on-screen, What just happened – what about that terrifying code?
    • size, shrinking / The incredible shrinking clock
    • pie clock, building / Keep your fork – there's pie!, How they did it
  • clockIsPaused variable / Have a go hero – rock out with your clock out
  • ClockScript
    • C# Addendum / C# Addendum
  • code
    • examining / Examining the code
    • need for / Why code?
    • animating with / Animating with code, What just happened – what witchcraft is this?
    • cleaning up / Codesplosion
    • refactoring / Clean-up on aisle code
    • unpacking / Unpacking the code
    • consolidating / Time for action – code consolidation
    • encoring / Code encore, Summary
  • code examination
    • about / Examining the code
    • mesh renderer component, searching / Time for action – find the Mesh Renderer component
    • ball re-appearing, Mesh Renderer component used / Time for action – make the ball re-appear
  • Code Hinting / A leap of faith
  • competitor
    • catching / Time for action – to catch a competitor
  • Component / One Script to rule them all
  • computer control
    • adding / Time for action – add computer control
  • ComputerTakeATurn function / Time for action – add computer control, Herpa derp derp, Time for action – code consolidation, Time for action – programming fallibility
  • console / Examining the code
  • Console statements
    • enabling / Time for action – listen to the paddle
  • content
    • versus features / Features versus content
  • CSS
    • about / Time for action – create and link a custom GUI skin
  • custom Materials
    • adding, to models / Time for action – material witness, What just happened – understanding Materials, Have a go hero – adding materials to the other models
  • Cylinder primitive
    • using / Time for action – boy O boy

D

  • 2D array referencing
    • creating / Time for action – pretty maids all in a row, What just happened – order!, Winner is coming
  • 3D cameras
    • about / Cameramania
    • handling / Cameramania
  • 3D Sound
    • about / Silent 'Splosion
  • 3D Studio Max
    • about / The wonders of technology!
  • datatype variableName / C# Addendum
  • Debug.Log() function
    • used for listening to paddle / See the matrix, Time for action – listen to the paddle
  • deck-building function
    • setting up / Time for action – preparing to build the deck
  • delegating
    • about / What's the catch?
  • deltaTime property / Educated guesses
  • Diablo III / Features versus content
  • Diceworks
    • about / Diceworks
  • DisappearMe Script
    • about / Lick it and stick it, Disappear me!
    • viewing / Lick it and stick it
    • C# version / C# Addendum
  • DoCountdown() function / What just happened – that's a whole lotta nothing, Time for action – displaying the time on-screen
  • DrawTexture method / Time for action – Flex those GUI muscles

E

  • Electronic Arts
    • about / Why choose Unity?
  • Explode() function / What just happened – eat lead
  • Exterior-L / Detecting the tri-corner trap

F

  • FallingObject script
    • creating / Time for action – let's get lazy, What just happened – FallingObject: The PuppetMaster
    • sound effects, adding to / Time for action – add sounds to FallingObject
    • sound effects, adding to / Time for action – add sounds to FallingObject
  • Fallout 3 / The siren song of 3D
  • FBX import scale settings
    • changing / Time for action – changing the FBX import scale settings
  • features
    • versus content / Features versus content
  • Flashbang Studios / Off-Road Velociraptor Safari
  • flip n' match memory game
    • prerequisites / From zero to game in one chapter
    • match, detecting / Game and match, What just happened?, Time for action – comparing the IDs, What just happened?
  • flip n'match memory game
    • random card shuffle, performing / Do the random card shuffle, Time for action – preparing to build the deck
  • floor
    • creating / Time for action – bottoming out
  • font texture
    • creating / Time for action – creating a font texture
  • for keyword / The anatomy of a loop
  • Fortran
    • about / Introducing Unity 3D
  • free development tools
    • Blender / Graphics
    • GIMP / Graphics
    • Paint.NET / Graphics
    • BFXR / Sound
    • Audacity / Sound
  • function
    • about / It's all Greek to me
    • using / You'll never go hungry again
    • Update / You'll never go hungry again
    • naming convention / What just happened – we've gone too var
  • function declaration
    • best practices / With great sandwich comes great responsibility
  • FusionFall
    • about / FusionFall
    • URL / FusionFall
    • building / Should we try to build FusionFall?

G

  • game
    • without features / A game with no features
    • making, Unity used / 'Tis volley
    • complexity, reducing / Slash and burn!
    • features, reducing / Slash and burn!
    • orientation / Origin story
    • scene, saving / Time for action – save your scene
    • paddle, adding / Time for action – add the Paddle
    • testing / Time for action – test your game, Let's get physical
  • game authoring tool
    • about / Introducing Unity 3D
  • game engine
    • about / Introducing Unity 3D
  • game file / Time for action – deploy your game
  • game graphics
    • obtaining / Time for action – grabbing the picture clock graphics, What just happened – you can do that?
  • game grid
    • centering / Finding your center
    • centering, vertically / Time for action – centering the game grid vertically, What just happened?
    • centering, horizontally / Time for action – centering the game grid horizontally, What just happened – coding like a ninja
  • game ideas / That little lightbulb
  • GameObject / Gone, but not forgotten, Why code?, What just happened – red and raging
  • game object
    • creating, Unity 3D primitives used / Creating the ball and the hitter, What just happened – that's all there is to it?
    • renaming / Time for action – rename the Ball
    • moving / Time for action – move the Ball Into the "Sky"
    • measurements, changing / Time for action – shrink the Ball
    • Rigidbody component, adding to / Add physics to your game, Understanding the gravity of the situation
    • bounce, adding to / More bounce to the ounce, Time for action – make the Ball bouncy
    • scripts, adding to / Time for action – making the hands and tray follow the mouse
  • games
    • learning / One percent inspiration
    • re-designing / Have a go hero – redesign your favorite games
    • inspirations / Toy or story
  • game sene
    • lights, adding / Time for action – add a light
    • lights, moving / Time for action – move and rotate the light, Have a go hero
    • lights, rotating / Time for action – move and rotate the light, Have a go hero
  • Game window
    • about / The Game window
  • GDD
    • about / From zero to game in one chapter
  • GetCentre function / Time for action – begin at the end
  • GetComponent command / What just happened – building a more complex lock
  • GetEmptySide function / What just happened – I'm running out of trap puns
  • GetPlayer function / What just happened – hunting for a win, What just happened – the search is on
  • GetRandomEmptySquare() function / Time for action – begin at the end
  • GIMP
    • URL / Graphics
  • Grand Theft Auto game / The siren song of 3D
  • Gran Turismo / Features versus content
  • grids
    • about / Down to the nitty griddy
  • Grigon Entertainment / Should we try to build FusionFall?
  • GUI.BeginGroup() function / The incredible shrinking clock
  • GUI.EndGroup() function / The incredible shrinking clock
  • GUI techniques
    • using / Time for action – Flex those GUI muscles, What just happened – how does it work?
  • GunBound / Artillery Live!

H

  • Half-Life / What's a Mesh?
  • hallwayLight Prefab / Time for action – turn on the lights
  • hallway model
    • using / Time for action – haul in the hallway
    • second camera, creating / Time for action – meet me at camera two
    • main camera, adjusting / Time for action – adjust Main Camera
    • Mesh Renderer / Time for action – deck the halls
    • Mesh Filter / Time for action – deck the halls
    • lights, turning off / Time for action – turn on the lights
  • HandsAndTray GameObject / Time for action – making the mesh colliders convex
  • Hand tool / Scene controls
  • hashtable grid
    • creating / Time for action – hash it out
  • Head-up display (HUD) / Heads up!
  • HeartBounce script
    • creating / Time for action – create the HeartBounce script, What just happened – charting a collision course
  • Heart Game Object
    • creating / Time for action – getting your heart on
  • Hierarchy panel / The Hierarchy panel, Time for action – X marks the spot
  • Hoagie() function / You'll never go hungry again

I

  • I Dig It / Possible additional features:
  • I Dig It Expeditions / Possible additional features:
  • img argument
    • modifying / Time for action – modifying the img argument, What just happened?
  • Import button / Time for action – make the Ball bouncy
  • Importing package dialog pops up / Welcome to Snoozeville
  • import statement / A matter of great import
  • in-betweening / What just happened – red and raging
  • InMotion Software / Possible additional features:
  • Inspector panel / The Inspector panel, Add physics to your game, Time for action rides again – creating Font Texture and Material, Time for action – making the mesh colliders convex
    • used, for rotating player / Heads Up?
  • installation, Unity Web Player / Time for action – install the Unity Web Player
  • Instantiate command / Time for action – add facial explosions, Time for action – code consolidation
  • int.ToString() method / What just happened – what about that terrifying code?
  • Integrated Development Environment (IDE) / Time for action – write your first Unity Script
  • Interior-L / Detecting the tri-corner trap
  • interpolation / What just happened – red and raging
  • iOS App Store
    • about / The iOS App Store
  • isPastHalfway variable / Time for action – writing the pie chart script
  • iterative loop
    • anatomy / The anatomy of a loop

J

  • JavaScript
    • advantage / It's all Greek to me
    • differentiating, with C# / It's all Greek to me

K

  • keep-up
    • about / The many faces of keep-up
  • Keyframe / What just happened – red and raging
  • Kongregate
    • about / Kongregate
    • URL / Kongregate

L

  • layout dropdowns / Layers and layout dropdowns
  • League of Legends / Walk before you can run (or double jump)
  • LightingRig GameObject / Time for action – turn on the lights
  • lights
    • adding, to game / Time for action – add a light
    • moving / Time for action – move and rotate the light, Have a go hero
    • rotating / Time for action – move and rotate the light, Have a go hero
    • turning off / Who turned out the lights?
    • toggling / Darkness reigns
  • light types
    • Directional light / Have a go hero
    • point light / Have a go hero
    • Spotlight / Have a go hero
    • Ambient / Have a go hero
  • lose condition
    • adding / Time for action – adding the lose condition, What just happened – understanding the code
  • Lovers in a Dangerous Spacetime / Lovers in a Dangerous Spacetime
  • low-polygon model / What's a Mesh?
    • building / Poly wants to crack your game performance?
  • Lunar Lander / Motherload

M

  • main Camera
    • adjusting / Time for action – adjust Main Camera
  • Make Game button / Time for action – make the Ball bouncy
  • Massively Multiplayer Online Role-Playing Game (MMORPG) / FusionFall
  • Master of Orion / Trapped in your own skin
  • Material parameter / Time for action – make the Ball bouncy, Have a go hero
  • Maximize on Play button / Disappear me!
  • Maya
    • about / The wonders of technology!
  • mechanic
    • versus skin / Mechanic versus skin
  • member variables / C# Addendum
  • mesh
    • about / What's a Mesh?
    • vertex / What's a Mesh?
    • edges / What's a Mesh?
    • faces / What's a Mesh?
  • Mesh / What just happened – that's all there is to it?
  • mesh colliders
    • convex, making / Time for action – making the mesh colliders convex
  • Mesh game objects
    • color / Keeping yourself in the dark
  • Mesh Renderer checkbox / Time for action – multiple erections
  • Mesh Renderer component
    • ball re-appcontents / Ding!
  • Minecraft / Poly wants to crack your game performance?
  • minutes variable / What just happened – what about that terrifying code?
  • models
    • exploring / Time for action – exploring the models
    • getting, in Scene / Time for action – hands up!
    • custom Materials, adding to / Time for action – material witness, What just happened – understanding Materials, Have a go hero – adding materials to the other models
  • Motherload
    • about / Motherload
    • URL / Motherload
    • core mechanism / Motherload
    • skin / Motherload
    • feature set / Motherload
    • additional features / Possible additional features:
    • skills, improving / Possible additional features:
  • MOTS (more-of-the-same) sequel / Possible additional features:
  • MouseFollow Script
    • creating / Time for action – create a new MouseFollow Script, What just happened?
  • MouseFollow script / Time for action – making the hands and tray follow the mouse
  • mouse y position
    • following / Time for action – follow the y position of the mouse
  • Move tool / Scene controls

N

  • nested loop
    • about / To nest is best
  • new keyword / C# Addendum
  • numbers
    • tracking / Tracking the numbers
    • logging / Time for action – Log the New Number
  • numHits variable / Time for action – keeping track of the bounces
  • Nurse Slipperfoot
    • handling / Time for action – how to "handle" Nurse Slipperfoot

O

  • Off-Road Velociraptor Safari
    • about / Off-Road Velociraptor Safari
    • features / Fewer features, more promises
  • OnCollisionEnter function / Time for action – give up the func
  • OnGUI function / Time for action – Flex those GUI muscles
  • OnMouseDown function / Read after thinking
  • origin
    • about / Origin story
  • overloaded method / Right on target

P

  • Paddle
    • animating / Time for action – animate the Paddle, What just happened – what witchcraft is this?, Why didn't the Paddle animate before?
    • moving / Move the Paddle, A tiny bit o' math
    • listening to / Time for action – listen to the paddle
  • paddle angle
    • creating / Once more into the breach
  • Paint.NET
    • URL / Graphics
  • particle system
    • adding / Time for action – bombs away!
    • poking / Time for action – poke those particles
    • spark material, adding to / Time for action – creating a spark material
    • setting / Have a go hero – time to ignite your creative spark
  • passing arguments / Educated guesses
  • Peggle / The mechanic that launched a thousand games
    • tips / The mechanic that launched a thousand games
  • pie clock
    • about / Keep your fork – there's pie!
    • building / Pop quiz – how do we build it?, How they did it
    • textures, rotating / Time for action – rigging up the textures
    • script, writing / Time for action – writing the pie chart script, What just happened?
    • texture rotation, coding / Time for action – commencing operation pie clock, What just happened – explaining away the loose ends
    • positioning / Time for action – positioning and scaling the clock
    • scaling / Time for action – positioning and scaling the clock, Have a go hero – rock out with your clock out
  • PlacePiece function / Time for action – code consolidation
  • planes
    • working with / Using all three dees
  • Play Again button / Beyond the game mechanic, Time for action – multiple erections
    • adding / Time for action – adding the Play Again button, What just happened?
  • playback controls / Playback controls
  • Play button / Disappear me!
  • player
    • click-spamming / Click-spamming for fun and profit
  • polygon
    • about / What's a Mesh?
  • Pong
    • about / Pong
    • mechanism / Pong
    • feature set / Pong
  • PopCap Games / The mechanic that launched a thousand games
  • P Powerup class / A capital idea
  • Prefab
    • creating / Time for action – prefabulous, What just happened – what's a Prefab?
    / Time for action – code consolidation
  • PreventOrCreateTrap function / What just happened – I'm running out of trap puns
  • private access / C# Addendum
  • programming undependibility / Time for action – programming fallibility
  • Project panel / The Project panel, Have a go hero, Time for action rides again – creating Font Texture and Material
  • pseudocode / Time for action – Log the New Number
    • translating, into actual code / Time for action – pseu pseu pseudocode
  • public / C# Addendum

Q

  • quaternion
    • about / WHAT THE HECK IS A QUATERNION??
  • Quaternion.Euler / Right on target

R

  • random numbers
    • using, effectively / Random reigns supreme
  • Raster images / What just happened – was that seriously magic?
  • Record button / Time for action – animate the bouncer
  • Renderer class
    • functions / The Renderer class
    • enabled variable / The Renderer class
  • ResetPosition() function / Time for action – give up the func
  • return value / Right on target
  • rigging / Time for action – adding the character
  • Rigidbody component
    • adding, to game object / Add physics to your game, Understanding the gravity of the situation
  • Robot Repair game
    • clock Script, preparing / Time for action – preparing the Clock Script
    • clock text, preparing / Time for more action – preparing the clock text
    • clock text color, changing / Still time for action – changing the clock text color
    • font texture, creating / Time for action rides again – creating Font Texture and Material
    • material, creating / Time for action rides again – creating Font Texture and Material
    • font settings, changing / Time for action – what's with the tiny font?, What just happened – was that seriously magic?
    • clock code, preparing / Time for action – preparing the clock code, What just happened – that's a whole lotta nothing
    • countdown logic, changing / Time for action – creating the countdown logic
    • time, displaying on screen / Time for action – displaying the time on-screen, What just happened – what about that terrifying code?
    • game graphics, obtaining / Time for action – grabbing the picture clock graphics, What just happened – you can do that?
    • GUI techniques, using / Time for action – Flex those GUI muscles, What just happened – how does it work?
  • robot repair game
    • scenes, setting up / Time for action – set up two scenes
    • GUI, preparing / No right answer, Time for action – prepare the GUI
    • custom GUI skin, creating / Time for action – create and link a custom GUI skin, What just happened?
    • custom GUI skin, linking / Time for action – create and link a custom GUI skin, What just happened?
    • button UI control, creating / Time for action – create a button UI control, What just happened?
    • default look, overriding for UI button / Want font?
    • Assets package, importing / Cover your assets
    • mip-mapping technique / Time for action – nix the mip-mapping
    • sparkly effect, reducing / Time for action – nix the mip-mapping
    • button, centering / Time for action – center the button, What just happened – investigating the code
    • waiting game / The waiting game
    • button creation line, clarifying / The easiest button to button
    • scenes, adding to Build List / Time for action – add both scenes to Build List
    • game scene, preparing / Time for action – prepare the game scene
    • game plan / The game plan
    • custom class, writing in GameScript script / Have some class!
    • variables collection / A matter of great import
    • bucket, building / Building a better bucket
    • collections / How big is your locker?
    • code, adding to Start function / Start me up
    • iterative loop, creating / Going loopy
    • iterative loop, anatomy / The anatomy of a loop
    • nested loop / To nest is best
    • automatic layout areas, creating in GameScript / Time for action – create an area to store the grid
    • grid, building of card buttons / Build that grid, What just happened – grokking the code
    • robots, breaking / Let's break some robots
    • deck, building / Time for action – building the deck, What just happened – dissecting the bits
    • img argument, modifying / Time for action – modifying the img argument, What just happened?
    • this keyword, using / What exactly is "this"?
    • random numbers, using effectively / Random reigns supreme
    • card faces, randomizing / Second dragon down
    • cards, flipping / Time for action – making the cards two-sided
    • card-flipping function, building / Time for action – building the card-flipping function, Time for action – building the card-flipping function
    • flip, dissecting / What just happened – dissecting the flip
    • FlipCardFaceUp, wrapping in conditional statement / Pumpkin eater, What just happened?
    • game, ending / Endgame, Endgame
    • checking, for victory / Time for action – checking for victory, Have a go hero – extra credit
    • GameScript / Bring. It. On.
  • Rock Band / Time for action – make some noise
  • Rotate tool / Scene controls
  • rotation variable / Time for action – writing the pie chart script
  • runner
    • animating / Time for action – animate the runner
  • runner GameObject
    • rotation values, adding / Time for action – you spin me right round

S

  • Saints Row game / The siren song of 3D
  • Scale tool / Scene controls
  • scene
    • about / You're making a scene
  • scene controls
    • about / Scene controls
    • Hand tool / Scene controls
    • Move tool / Scene controls
    • Rotate tool / Scene controls
    • Scale tool / Scene controls
  • Scenes / Time for action – deploy your game
  • Scene window
    • about / The Scene window
    • Game window / The Game window
    • Hierarchy panel / The Hierarchy panel
    • Project panel / The Project panel
    • Inspector panel / The Inspector panel
    • playback controls / Playback controls
  • screen coordinates
    • versus world coordinates / Screen coordinates versus World coordinates
  • Script
    • about / What is code?
    • sample code, adding to / Time for action – add the sample code to your Script
    / Time for action – set up the camera rig
  • second camera
    • creating / Time for action – meet me at camera two
    • setting up, facing hallyway / Time for action – meet me at camera two
  • Shoot the Moon
    • creating / Time for action – duplicate your game project
    • space backdrop, adding / Time for action – space the shooter up a bit
    • HeroShip model, creating / Time for action – enter the hero
    • collision contours, determining for Heroship model / Time for action – it's a hit!
    • EnemyShip model, creating / Time for action – bring on the bad guys
    • script adjustments / Time for action – do some housekeeping
    • EnemyShip Script, modifying / Time for action – fixing the fall
    • HeroShip Script, modifying / Time for action – tweak the hero, What just happened – hooray for lazy!
    • EnemyShip Script, adding function / Time for action – give up the func
    • HeroShip Script, adding function / Time for action – give up the func
    • Bullet Game Object, building / Time for action – itchy trigger finger
    • Bullet Game Object, modifying / Time for action – futurize the bullet
    • Halo Component, building / Time for action – building Halo
    • bullet, firing / Time for action – fire!
    • collision, detecting / Time for action – code do-si-do
    • explosion, creating / Time for action – the maaagic of aaaarguments
    • testing / Time for action – add the most important part of any space shooter
    • missing elements / Have a go hero – filling in the empty space
  • ShowStalematePrompt function / Nice moves
  • ShowTime() function / What just happened – that's a whole lotta nothing
  • ShowWinnerPrompt function
    • creating / Time for action – notify the winner
  • single script
    • creating, setup / One Script to rule them all
  • skin
    • versus mechanic / Mechanic versus skin
  • sky
    • redefining / Redefining the sky
  • Skyrim / The siren song of 3D
  • Slerp
    • about / More on Slerp
  • Slerp() function / Educated guesses
  • soft body dynamics / Understanding the gravity of the situation
  • solitaire (one-player) flip n' match memory game
    • building / You'll totally flip
  • solved game / Have a go hero – solve Tic Tac Toe
  • sound effects
    • adding / Time for action – make some noise
    • adding, to FallingObject script / Time for action – add sounds to FallingObject
    • creating / Have a go hero – sound off
    • importing / Have a go hero – sound off
  • Sphere components
    • Transform / What just happened – that's all there is to it?
    • Mesh Filter / What just happened – that's all there is to it?
    • Sphere Collider / What just happened – that's all there is to it?
    • Mesh Renderer / What just happened – that's all there is to it?
  • square
    • creating / Squaring the Square
    • x value, setting / Squaring the Square
    • y value, setting / Squaring the Square
    • fixing / Time for action – now you see it...
  • square values
    • setting / Family values
  • Staggered Row / Detecting the tri-corner trap
  • starfield layer / Time for action – haul in the hallway
  • Start() function / You'll never go hungry again, Still time for action – changing the clock text color
  • Start function / What just happened – order!
  • startMatrix variable / What just happened?
  • startTime variable / Time for action – creating the countdown logic
  • statement block / It's all Greek to me
  • statements / What is code?, It's all Greek to me
  • Super Mario 64 / The siren song of 3D

T

  • target Quaternion / Right on target
  • Tcker Taker game
    • C# Addendum / C# Addendum
  • Tetris / Mechanic versus skin
  • Ticker Taker game
    • improving / Have a go hero – use your new-found powers for good
    • deploying / Time for action – deploy your game
  • Tic Tac Toe game
    • about / Computers that think, Nice moves
    • setting up / Time for action – haul in the hallway
    • techniques / Time for action – it's hip to be square
    • clickable square, creating / Time for action – it's hip to be square, What just happened – find and click
    • players / Time for action – it takes two to Tic Tac Toe
    • players, alternating between / What just happened – alternating between players
    • playing, steps / Time for action – designer to player. Come in, player.
    • ShowPlayerPrompt / What just happened – prompt service
    • online playing / Slowly building to a climax
    • challenges / What just happened – building a more complex lock
    • moves, tracking / Nice moves
    • bug / Time for action – the final bug, All done but for the shouting
    • playing, by computer player / Tic Tac Toe at the speed of light
    • game tree / Have a go hero – solve Tic Tac Toe
    • rules / Time for action – winning is everything
    • playing, ways / It's a trap!
    • scores / Time for action – score!
    • starting again / What just happened – the search is on
  • Tic Tac Toe game actual intelligence
    • versus AI / The actual intelligence behind artificial intelligence
  • TicTac Toe game positions
    • deciding / The leftovers
  • Tic Tac Toe game tree / Have a go hero – solve Tic Tac Toe
  • Tic Tac Toe game victory
    • hunting for / What just happened – hunting for a win
    • checking / Time for action – check for a win, Sore loser
    • post actions / Time for action – you win. Now what?
  • Time.deltaTime / Educated guesses
  • TimeIsUp() function / What just happened – that's a whole lotta nothing
  • transform.rotation value / Educated guesses
  • Transform component
    • listing / A capital idea
  • tray GameObject
    • tagging / Time for action – tagging the tray
  • tri-corner / Detecting the tri-corner trap
  • Tri-Corner trap
    • detecting / Detecting the tri-corner trap
  • True Type Font Importer / Time for action – what's with the tiny font?
  • ttf (TrueType Font) / Time for action rides again – creating Font Texture and Material
  • T Transform / A capital idea

U

  • Unity
    • features / Why choose Unity?
    • limitations / Why burn this book and run away screaming?
    • used, for game making / 'Tis volley
    • Script / What is code?
    • 3D Sound / Silent 'Splosion
  • Unity 3D
    • about / Introducing Unity 3D, Welcome to Unity 3D!
    • downloading / Stop! Hammer time
  • Unity 3D game portals
    • about / Game portals
  • Unity 3D primitives
    • used, for game objects creating / Creating the ball and the hitter, What just happened – that's all there is to it?
  • Unity Asset Store
    • 2DToolkit / The Unity Asset Store
    • NGUI / The Unity Asset Store
    • playMaker / The Unity Asset Store
    • Asset packs / The Unity Asset Store
  • Unity game engine
    • about / The engine, the tool, and the all-weather tires
  • Unity graphical user interfaces
    • steps / Now you're playing with power!
  • Unity Language Reference
    • revisiting / Time for action – re-visit the Unity Language Reference
  • Unity offline resources
    • Local User Groups / Offline resources
    • Unite / Offline resources
  • Unity online resources
    • Unity Manual / Online resources
    • Google / Online resources
    • Unity Answers / Online resources
    • Internet Relay Chat (IRC) / Online resources
    • Unity 3D Tutorials / Online resources
    • YouTube / Online resources
    • Twitter / Online resources
  • Unity portals / Showcase Showdown
  • Unity project
    • creating / Kick up a new Unity project, A blank slate
  • Unity script
    • writing / Time for action – write your first Unity Script, A leap of faith
    • first line, viewing / A leap of faith
    • languages / It's all Greek to me
  • Unity Script
    • removing / Time for action – unstick the Script
  • Unity Script Reference / Time for action – journey to the Unity Script Reference
  • Unity Technologies
    • about / The engine, the tool, and the all-weather tires
  • Unity User Guide
    • URL / Have a go hero – time to ignite your creative spark
  • Unity Web Player
    • about / Browser-based 3D – welcome to the future
    • installing / Time for action – install the Unity Web Player
  • Update() function / Still time for action – changing the clock text color, Time for action – keeping track of the bounces, Time for action – adding the lose condition
  • Update function / You'll never go hungry again, Time for action – scripting the character
  • Use Gravity checkbox / Add physics to your game

V

  • variable
    • about / Somebody get me a bucket
    • declaring, for Screen Midpoint storage / Time for action – declare a variable to store the Screen midpoint, What just happened – we've gone too var
    • naming convention / What just happened – we've gone too var
  • variableName * datatype format / C# Addendum

W

  • Wall Front Game Object / Time for action – multiple erections
  • walls
    • erecting / Time for action – multiple erections
  • Win function / What just happened – stepping through the strategy
  • WinOrBlock() function / What just happened – roll for initiative
  • Wooglie
    • about / I bent my Wooglie
    • URL / I bent my Wooglie
  • word
    • picking up / Pick a word – (almost) any word
  • word meaning
    • searching / What's another word for "huh"?
  • world coordinates
    • versus screen coordinates / Screen coordinates versus World coordinates
  • World of Warcraft / Features versus content
  • Worms series / Artillery Live!

X

  • XCode
    • about / Why choose Unity?
  • XGen Studios
    • about / Motherload
  • X player pieces
    • creating / Time for action – X marks the spot
    • colliding / What just happened – to collide or not to collide?
    • placing / Time for action – +9 accuracy
    • fixing, in square script / Time for action – solve for X
    • placing, multiple times / What just happened – lockdown

Z

  • Zelda game / Heads up!
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