Copyright
Brief Table of Contents
Table of Contents
Foreword
Preface
Acknowledgments
About this Book
1. First steps
Chapter 1. Getting to know Unity
1.1. Why is Unity so great?
1.1.1. Unity’s strengths and advantages
1.1.2. Downsides to be aware of
1.1.3. Example games built with Unity
1.2. How to use Unity
1.2.1. Scene view, Game view, and the Toolbar
1.2.2. Using the mouse and keyboard
1.2.3. The Hierarchy tab and the Inspector
1.2.4. The Project and Console tabs
1.3. Getting up and running with Unity programming
1.3.1. How code runs in Unity: script components
1.3.2. Using MonoDevelop, the cross-platform IDE
1.3.3. Printing to the console: Hello World!
1.4. Summary
Chapter 2. Building a demo that puts you in 3D space
2.1. Before you start...
2.1.1. Planning the project
2.1.2. Understanding 3D coordinate space
2.2. Begin the project: place objects in the scene
2.2.1. The scenery: floor, outer walls, inner walls
2.2.2. Lights and cameras
2.2.3. The player’s collider and viewpoint
2.3. Making things move: a script that applies transforms
2.3.1. Diagramming how movement is programmed
2.3.2. Writing code to implement the diagram
2.3.3. Local vs. global coordinate space
2.4. Script component for looking around: MouseLook
2.4.1. Horizontal rotation that tracks mouse movement
2.4.2. Vertical rotation with limits
2.4.3. Horizontal and vertical rotation at the same time
2.5. Keyboard input component: first-person controls
2.5.1. Responding to key presses