001443040 000__ 04935cam\a2200589\i\4500 001443040 001__ 1443040 001443040 003__ OCoLC 001443040 005__ 20230310003523.0 001443040 006__ m\\\\\o\\d\\\\\\\\ 001443040 007__ cr\cn\nnnunnun 001443040 008__ 211206s2022\\\\nyu\\\\\o\\\\\001\0\eng\d 001443040 019__ $$a1287675506$$a1287896502$$a1287920336$$a1288628229$$a1290679736 001443040 020__ $$a9781484278512$$q(electronic book) 001443040 020__ $$a1484278518$$q(electronic book) 001443040 020__ $$z9781484278505 001443040 020__ $$z148427850X 001443040 0247_ $$a10.1007/978-1-4842-7851-2$$2doi 001443040 0248_ $$a9781484278505 001443040 0248_ $$a9781484278512 001443040 035__ $$aSP(OCoLC)1287615969 001443040 040__ $$aYDX$$beng$$erda$$epn$$cYDX$$dSTF$$dN$T$$dORMDA$$dOCLCO$$dOCLCF$$dGW5XE$$dAU@$$dEBLCP$$dYDX$$dOCLCO$$dOCLCQ$$dTOH$$dOCLCQ 001443040 049__ $$aISEA 001443040 050_4 $$aQA76.76.C672$$bB78 2022 001443040 08204 $$a794.81526$$223 001443040 1001_ $$aBrusca, Victor G. 001443040 24510 $$aAdvanced Unity game development :$$bbuild professional games with Unity, C#, and Visual studio /$$cVictor G. Brusca. 001443040 264_1 $$a[New York, NY] :$$bApress,$$c2022. 001443040 300__ $$a1 online resource 001443040 336__ $$atext$$btxt$$2rdacontent 001443040 337__ $$acomputer$$bc$$2rdamedia 001443040 338__ $$aonline resource$$bcr$$2rdacarrier 001443040 347__ $$atext file 001443040 500__ $$aIncludes index. 001443040 5050_ $$aChapter 1: Introduction and Getting Started -- Chapter 2: Game Specifications -- Chapter 3: Base Class -- Chapter 4: Interaction Classes -- Chapter 5: Advanced Interaction Classes -- Chapter 6: Helper Classes -- Chapter 7: Input Classes -- Chapter 8: Menu System Classes -- Chapter 9: Player and Game State Classes Part 1 -- Chapter 10: Player and Game State Classes Part 2 -- Chapter 11: Making it Professional -- Chapter 12: Adding a New Racetrack -- Chapter 13: Conclusion. 001443040 506__ $$aAccess limited to authorized users. 001443040 520__ $$aJump 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. What You Will Learn 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 Who This Book Is For Readers with some coding experience, an understanding of classes in an OOP language, and solid experience using the Unity Editor. The code is reviewed and explained in detail on a class-by-class basis while also providing an overview of the overall structure of the code base, project, and scenes. 001443040 63000 $$aUnity (Electronic resource) 001443040 63000 $$aMicrosoft Visual studio. 001443040 650_0 $$aComputer games$$xProgramming. 001443040 650_0 $$aVideo games$$xProgramming. 001443040 650_0 $$aC (Computer program language) 001443040 650_6 $$aJeux d'ordinateur$$xProgrammation. 001443040 650_6 $$aJeux vidéo$$xProgrammation. 001443040 650_6 $$aC (Langage de programmation) 001443040 655_0 $$aElectronic books. 001443040 77608 $$iPrint version:$$z148427850X$$z9781484278505$$w(OCoLC)1273077535 001443040 852__ $$bebk 001443040 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-1-4842-7851-2$$zOnline Access$$91397441.1 001443040 909CO $$ooai:library.usi.edu:1443040$$pGLOBAL_SET 001443040 980__ $$aBIB 001443040 980__ $$aEBOOK 001443040 982__ $$aEbook 001443040 983__ $$aOnline 001443040 994__ $$a92$$bISE