Mastering Unity 5.x: Create amazing games with brilliant game play features using Unity 5.x
By Alan Thorn
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About this ebook
Mastering Unity 5.x is for developers wishing to optimize the features of Unity 5.x. With an in-depth focus on a practical project, learn all about Unity architecture and impressive animation techniques. With this book, produce fun games with confidence.
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Mastering Unity 5.x - Alan Thorn
Table of Contents
Mastering Unity 5.x
Credits
About the Author
Acknowledgment
About the Reviewer
www.PacktPub.com
Why subscribe?
Customer Feedback
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Preparation and Asset-Configuring
Getting clear on design
Target Platforms
Intended audience
Genre
Game mode
Game objective
Asset preparation
Meshes - work only with good topology
Meshes - minimize polygon count
Meshes - simulating bump details without geometry
Meshes - minimize UV seams
Meshes - export as FBX
Meshes - use meters scale (metric)
Textures - never use lossless compression
Textures - power of 2 sizes
Textures - alpha textures
Asset importing for Dead Keys
Importing textures
Importing meshes
Importing animations
Importing audio
Configuring materials
Summary
2. Level Design and Structure
Setting the scene with a skybox
Level building - modular construction sets
Level building - organization and structure
Level design - tips and tricks
Objective and feedback
Narrative
Believability and convenience
Atmosphere and aesthetic
Simplicity and reuse
Level lighting - preparation
Baked lighting
Dynamic lighting
Precomputed global illumination
Getting started with lightmapping
Baking lightmaps - resolution and size
Baking lightmaps - details
Light Probes
Lighting FAQ
Navigation mesh
Occlusion Culling
Creating a player camera
Particle systems
Music and audio
Summary
3. Player Controls - Movement
Player movement
Zombie combat
Creating player waypoints
Animating the camera
Configuring an animator graph
Working with animation - creating the navigator
Customizing and changing MonoDevelop
Singletons
Comments
Connecting to the navigator component
Comments
Navigator GUI
Input axes
The canvas
The button
Coding button behavior
Comments
Creating player death
Comments
Summary
4. Player Controls - Typing and Health
Word combat
Creating a word list
Using Visual Studio Code
Creating a WordList class
Comments
Comments
Matching words
Comments
The Typer object
Progressing with the Typer class
Comments
Health and damage
Comments
Comments
Damage and feedback
Player score
Comments
Bonus items
Comments
Summary
5. Enemies and Artificial Intelligence
Configuring the zombie character
Getting started with the zombie Prefab
Planning the zombie Artificial Intelligence
Comments
Developing state structure
Comments
Developing an NPC Animator Controller
Developing the Idle state
Comments
Developing the Chase state
Comments
Developing the Attack state and more
Comments
Developing the Dead state
Zombies and text input
Comments
Zombies and the Typer class
Comments
Comments
Activating enemies and camera paths
Working with Play mode
Summary
6. Project Management and Version Control
Project Management
Research, design, and work assessment
Workload plan
Task status
Risk Analysis
Resources and skills needed
Testing plan
Applied Project Management using Trello
Collaboration with cloud storage
Version control using Git
Getting started with Git and GitKraken
Commits and branches
Forwards and backwards with Git
Configuring Unity for version control
Reverting and discarding
Branches and branching
Conflicts and resolving
Git and the Web
Pushing and pulling
Cloning
Summary
7. Persistent Data - Load and Save Game States
Data Serialization
Player preferences - saving data
Player preferences - loading data
Player preferences - INI files
Comments on iniParser.cs
Saving data - XML files
Comments
Saving data - JSON files
Comments
Saving data - binary files
Comments
Saving data for Dead Keys
Comments
Summary
8. Performance, Optimization, Mobiles, and More
Stats and performance
Profiler and performance assessment
Optimization tips and tricks
Strings and comparisons
Beware of functions in disguise
Debug cleaning
Optimizing build size
Getting started with mobile development
Moving forwards with mobile development
Building for Android
Building for VR (Virtual Reality)
Summary
Mastering Unity 5.x
Mastering Unity 5.x
Copyright © 2017 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: January 2017
Production reference: 1200117
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham
B3 2PB, UK.
ISBN 978-1-78588-074-2
www.packtpub.com
Credits
About the Author
Alan Thorn is a multidisciplinary game developer, author, and educator with industry experience of 17 years. He makes games for PC desktop, mobile, and VR. He founded Wax Lyrical Games and created the award-winning Baron Wittard: Nemesis of Ragnarok game, working as designer, programmer, and artist. He has written twenty-three technical books on game development and presented 19 video training courses. These cover game-play programming, Unity development, 3D modeling, and animation. He has worked in games education as a senior lecturer for Teesside University, a lead teacher for Uppingham School, and a visiting lecturer for the London South Bank University. He is currently the head of department for Games Design and Development at the National Film and Television School.
Acknowledgment
This book would not have been possible if it hadn’t been for the valuable help of many people. I would like to thank all my friends and family, and also the team at Packt. This includes Onkar Wani and Larissa Pinto.
About the Reviewer
Francesco Sapio obtained his computer science and control engineering degree from Sapienza University of Rome, Italy, with a couple of semesters in advance, scoring summa cum laude. He is currently working on a master of science in engineering in artificial intelligence and robotics at the same university.
He is a Unity 3D and Unreal expert, a skilled game designer, and an experienced user of the major graphics programs. He developed Game@School (Sapienza University of Rome) an educational game for high school students to learn some concepts of physics, and Sticker Book (Dataware Games), a cross-platform series of games for kids. In addition, he worked as a consultant for the (successfully funded by Kickstarter) game Prosperity – Italy 1434 (Entertainment Game Apps, Inc) and for the open online collaborative ideation system titled Innovoice (Sapienza University of Rome). Moreover, he has been involved in different research projects, such as Belief Driven Pathfinding (Sapienza University of Rome), which is a new technique of pathfinding in video games that was presented as a paper at the DiGRA-FDG Conference 2016 and perfekt.ID (Royal Melbourne Institute of Technology), which included developing a recommendation system for games.
He is an active writer on the topic of game development. Recently, he authored the book Unity UI Cookbook, Packt which teaches readers how to develop exciting and practical user interfaces for games within Unity, and a short e-guide, What do you need to know about Unity, Packt. In addition, he co-authored the book Unity 5.x 2D Game Development Blueprints, Packt. Furthermore, he has also been a reviewer for the following books: Game Physics Cookbook, Unity 5.x by Example, and Unity Game Development Scripting, all from Packt.
Finally, Francesco loves math, philosophy, logic, and puzzle solving, but most of all, creating video games, thanks to his passion for game designing and programming.
You can connect with him at www.francescosapio.com.
I’m deeply thankful to my parents for their infinite patience, enthusiasm, and support throughout my life. Moreover, I’m thankful to the rest of my family, in particular to my grandparents, since they have always encouraged me to do better in my life with the Latin expressions Ad maiora
and Per aspera ad astra
.
Finally, a huge thanks to all the special people around me whom I love, in particular to my girlfriend—I’m grateful for all of your help in everything.
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This book is dedicated to Mark Lovering, a gentleman and a scholar.
Preface
Greetings and welcome to Mastering Unity 5.x! This book teaches Unity initially from a beginner's perspective, and then helps you develop that knowledge in a particular way. Specifically, it develops a general, overarching mastery, in which you’ll learn Unity like a seasoned indie developer' capable of turning your hand to pretty much any department and feature set within Unity. The following chapter outline explains, in detail, the full range of features that we’ll explore. However, the central aim of this book is to make you versatile and fully competent with Unity, capable of encountering a problem and solving it in the language of Unity’s feature set. In this book, we’ll concentrate, for the most part, on a practical example; we’ll build a first-person combat game across multiple chapters, which will test your typing skills in more ways than one. So, let’s go!
What this book covers
Chapter 1, Preparation and Asset-Configuring, outlines the project we’ll be focusing on in the book. It specifies tips and tricks to import assets optimally, configure assets, and best-practice workflows to keep your project organized.
Chapter 2, Level Design and Structure, gets you started with designing and building the main game level inside Unity, exploring interesting level design ideas as well as critically important practical considerations.
Chapter 3, Player Controls – Movement, explores player controls, that is, how player input drives and controls the main game camera.
Chapter 4, Player Controls – Typing and Health, focuses on creating a combat mechanic that damages enemies; every character that can be damaged needs health, representing the total amount of damage a character may sustain.
Chapter 5, Enemies and Artificial Intelligence, looks at how to achieve intelligent and believable enemy behavior using AI. By using AI, enemies will move around the level seeking the player and will attack when in range.
Chapter 6, Project Management and Version Control, looks at ways to optimize the game development workflow by using Version Control software. This keeps a record of your project as it moves through all its iterations.
Chapter 7, Persistent Data – Load and Save Game States, focuses on the different saving methods available with Unity as players often want their in-game progress saved, allowing them to resume where they left off previously every time they start a new play session.
Chapter 8, Performance, Optimization, Mobiles, and More, explores a selection of related topics. Specifically, it will explore how to improve the performance of your games through optimization, how to prepare your games for mobile deployment, and how to prepare generally for VR development.
What you need for this book
To read this book effectively, and to complete the tasks within it, you need only two things: first, the Unity 5 software (which you can get for free from https://unity3d.com) and second, the determination to succeed! Using only these tools, you can learn to produce great games in Unity.
Who this book is for
If you are a Unity developer who now wants to develop and deploy interesting games by leveraging the new features of Unity 5.x, then this is the book for you. A basic knowledge of C# programming is assumed.
Conventions
In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.
Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: This should be dragged and dropped into the music folder.
A block of code is set as follows:
//Collection of combat sounds
public AudioClip[] CombatSounds;
New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: From the Command Palette, choose Change Case Lower.
Note
Warnings or important notes appear in a box like this.
Tip
Tips and tricks appear like this.
Reader feedback
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Downloading the example code
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Errata
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Questions
If you have a problem with any aspect of this book, you can contact us at [email protected], and we will do our best to address the problem.
Chapter 1. Preparation and Asset-Configuring
Greetings and welcome to this comprehensive and detailed exploration of Unity 5 that examines carefully how we take a game project from conception to completion. Here, we'll pay special attention to the best-practice workflows, design elegance, and technical excellence. The project to be created will be a first-person cinematic shooter game, for desktop computers and mobile devices, inspired by Typing of the Dead (https://en.wikipedia.org/wiki/The_Typing_of_the_Dead). Our game will be called Dead Keys (from here-on, abbreviated DK). In DK, the player continually confronts evil flesh-eating zombies, and the only way to eliminate them safely is to complete a set of typing exercises, using either the physical keyboard or a virtual keyboard. Each zombie, when they appear, may attack the player and is associated with a single word or phrase chosen randomly from a dictionary. The chosen phrase is presented clearly as a GUI label above the zombie's head. In response, the player must type the matching word in correct and full words, letter by letter, to eliminate the zombie. If the player completes the word or phrase without error, the zombie is destroyed. If the player makes a mistake, such as pressing the wrong letter in the wrong order, then they must repeat the typing sequence from the beginning.
This challenge may initially sound simple for the player, but longer words and phrases naturally give zombies a longer life span and greater opportunities for attacking. The player inevitably has limited health and will die if their health falls below 0. The objective of the player, therefore, is to defeat all zombies and reach the end of the level.
Preparation and Asset-ConfiguringDead Keys, the game to be created
Creating the word-shooter project involves many technical challenges, both 3D and 2D, and together, these make extensive use of Unity and its expansive feature set. For this reason, it's worth spending some time exploring what you'll see in this book and why. This book is a Mastering title, namely Mastering Unity 5, and the word Mastering carries important expectations about excellence and complexity. These expectations vary significantly across people, because people hold different ideas about what mastery truly means. Some think mastery is about learning one specific skill and becoming very good at it, such as mastery in scripting, lighting, or animation. These are, of course, legitimate understandings of mastery. However, others see mastery more holistically, and this view is no less legitimate. It's the idea that mastery consists in cultivating a general, overarching knowledge of many different skills and disciplines, but in a special way by seeing a relationship between them and seeing them as complementary parts that work together to produce sophisticated and masterful results. This is a second and equally legitimate understanding of the term, and it's the one that forms the foundation for this book.
This book is about using Unity generally as a holistic tool-seeing its many features come together, as one unit, from level editing and scripting to lighting, design, and animation. For this reason, our journey will inevitably lead us to many areas of development-not just coding. Thus, if you're seeking a book solely about coding, then check out Packt's title on Mastering Unity Scripting. In any case, this book, being about mastery, will not focus on fundamental concepts and basic operations. It assumes already that you can build basic levels using the level editor and can create basic materials and some basic script files using C#. Though this book may at times include some extra, basic information as a refresher and also to add context, it won't enter into detailed explanations about basic concepts, which are covered amply in other titles. Entry level titles from Packt include Unity 5.x By Example, Learning C# by Developing Games with Unity 5.x, and Unity Animation Essentials. This book, however, assumes you have a basic literacy in Unity and want to push your skills to the next level, developing a masterful hand in building Unity games, across the board.
So, with that said, let's jump in and make our game!
Getting clear on design
To build games professionally and maximize productivity, always develop from a clear design, whether on paper or in digital form. Ensure that the design is stated and expressed in a way that's intelligible to others, and not just to yourself. It's easy for anybody to jump excitedly into Unity without a design plan, assuming you know your own mind best of all, and then to find yourself wandering aimlessly from option to option without any direction. Without a clear plan, your project quickly descends into drift and chaos. Thus, first produce a coherent game design document (GDD) for a general audience of game designers who may not be familiar with the technicalities of development. In that document, you will get clarity about some very important points before using development software, making assets, or building levels. These points, and a description, are listed in the following sections, along with examples that apply to the project we'll be developing.
Note
A GDD is a written document created by designers detailing (through words, diagrams, and pictures) a clear outline of a complete game. More information on GDD can be found online at https://en.wikipedia.org/wiki/Game_design_document.
Target Platforms
Target PlatformsTarget Platforms
The Target Platform specifies the device, or range of devices, on which your game runs natively, such as Windows, Mac, Android, iOS, and so on. This is the full range of hardware on which a potential gamer can play your game. The Target Platforms for DK include Windows, Mac, Android, and iOS.
Reaching decisions about which platforms to support is an important logistical and technical as well as political matter. Ideally, a developer wants to