A few days ago, my personal book “Unity3D/2D Game Development from 0 to 1 (Second Edition)” was finished after the National Day holiday after seven or eight months of technical preparation and nearly three months of day and night preparation. Take some time today to report the general situation of books to the enthusiastic friends.

At the beginning of 2017, with the rapid iteration release of Unity5.6 and Unity2017Beta, I felt that I should make a deep revision and upgrade of the first version. First of all, for the majority of Unity beginners, game developers, university lecturers, training institutions and so on have done part of the survey, for the feedback received suggestions, ridicule, made careful records and targeted update and rewrite. Unity2017 edition is adopted for teaching, and 60% of the content is rewritten according to the new edition on the basis of the first edition. In theory chapter, all the important knowledge points of Unity2017 are added, and the compilation principles are generally determined as follows: “update”, “more” and “more practical”.

1: “Update” :

The latest version of 2017 is used for explanation, which involves the latest lighting effect of Unity2017, lighting debugging LightExplorer preview technology, powerful film and television animation editing Timeline function, new dynamic baking NavMesh technology, etc.

2: “More”

This version of Untiy for the majority of beginners, universities and training institutions feedback, for the basic and important core chapters (such as Unity2D technology) significantly increase the theoretical explanation, core API summary, the latest version of the addition of components and detailed use examples. For the first edition, the detailed explanation of four projects was added to the game teaching cases, and the last two large-scale 3D games were equipped with new scenes and props, so as to approach the quality of online commercial games, with more high playability and practicality.

3: “More practical”

For regular readers, this edition also focuses on strengthening and updating the depth and breadth of 3D graphics and resource dynamic loading AssetBundle technology. Especially for the AssetBundle technology, the book also provides the commercial level AssetBundle framework package, not only for beginners, for the majority of Unity developers also has a high practical and reference value.

In view of the opinions of teachers in colleges and training institutions, the order and content of some chapters are arranged more rationally in order to achieve better learning experience.

Finally, for Unity beginners and employment for the purpose of the majority of students, the appendix part of the book on the basis of the first edition of the book also added: “unity4.x /5.x/2017. X upgrade differences summary”, “Unity special folder list”, “game development of C# language knowledge base requirements” and other practical content.

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The structure of the books section is as follows:

 

Actual combat project 1: Memory card… 18

Combat project 2: Flappy Bird. 23

Actual combat project 3: Never Night Parkour… 32

1: Planning… 32

2: Setting up the scene… 35

3: The protagonist… 37

4: Item development… 40

5: Dynamic generation algorithm of scenes and props… 47

6: UI and game cycle management… 51

7: Object buffer pool management… 55

Actual combat project 4: Resident Evil… 58

1: Planning… 58

2: Setting up the scene… 62

3: leading role… 63

4: Item development… 64

5: UI and game cycle management… 67

Chapter 1: Game history and Overview of Unity’s development… 70

Chapter 2 Unity2017.x Installation and 3D Model introduction… 85

Chapter 3 fundamentals of 3D Modeling… 110

Chapter 4 Terrain Editor… 130

Chapter 5 Light Source… 146

Chapter 6 Baking by Light… 154

Chapter 7 Audio… 173

Chapter 8 Unity Scripting… 187

8.1 Introduction to Unity Script Editor… 188

8.2 Script Basics… 190

8.3 Important Unity Script Functions… 192

8.4 Unity Script Life Cycle… 205

8.5 Unity Pseudo-Multithreading Debunked… 211

8.6 Changing the Sequence of Executing Unity Scripts… 213

8.7 Unity Important Application Classes… 215

8.8 Unity Input Manager… 217

8.9 Exercises and Conclusions in this chapter… 220

Chapter 9 UI Interface development… 221

9.1 an overview of… 222

9.2 Basic Controls… 224

9.3 Anchor Anchor and screen adaptive… 235

9.4 Advanced UGUI Controls… 237

9.5 UGUI Layout Management Controls… 244

9.6 Exercises and Conclusions in this Chapter… 247

9.7 Case Development Tasks… 248

Chapter 10 3D Modeling and Animation… 249

Chapter 11 Physics Simulation… 272

Chapter 12 Colliders and Triggers… 295

Chapter 13 Unity2D Technology… 307

13.1 an overview of… 308

13.2 Project Examples…… 308

13.3 Untiy2D Physics Engine… 313

13.3.1 2D Rigid Body… 313

13.3.2 2D collider… 314

13.3.3 2D Joint System… 315

13.4 Unity2D Effects… 317

13.4.1 Sprite Mask… 317

13.4.2 Sprite Effector Components… 319

13.5 Exercises and Conclusions in this Chapter… 324

Chapter 14 Coroutines and Calling Functions… 325

Chapter 15 Data Transfer Techniques… 331

Chapter 16 3D Mathematics… 338

16.1 Coordinate System… 339

16.2 vector… 346

16.3 Exercises and Conclusions in this Chapter… 356

Chapter 17 3D Graphics… 357

17.1 3D Graphics… 358

17.2 Unity 3D Graphics Rendering… 359

17.2.1 Mesh Fillter Filter… 359

Mesh Renderer… 359

Skinned MeshRenderer Skinned MeshRenderer… 361

17.3 map… 362

17.3.1 2d Mapping… 363

17.3.2 Video Mapping… 369

17.3.3 Rendering textures… 373

17.4 the material… 375

17.4.1 Material System based on Physical Coloring (PBS)… 375

17.4.2 Texture Ball Properties… 377

17.4.3 Material Ball Classification… 378

17.5 Shader 385

17.5.1 overview… 385

17.5.2 Rationale: Graphic Rendering Pipelines… 386

17.5.3 Classification and basic structure of shaders… 388

17.5.4 Fixing the Render Pipeline Shader… 391

17.5.5 Surface Shaders… 393

17.6 Exercises and Conclusions in this Chapter… 402

Chapter 18 TimeLine& Cinemachine Technology… 403

18.1 TimeLine… 404

18.2 Cinemachine Virtual Camera… 408

18.3 Frame Recorder Frame Recorder… 410

18.4 Exercises and Conclusions in this Chapter… 412

Chapter 19 Particle Systems… 413

19.5 Script Invocation method of particle System…… 424

19.6 LineRenderer & TrailRenderer426

19.7 Exercises and Summaries in this chapter… 429

Chapter 20 Mecanim Animation System… 430

20.1: an overview… 431

20.2: Making Mecanim animation system… 431

20.3: Fusion techniques… 440

20.4: Animation Layers and body masks… 445

20.5: Animation reuse technology… 448

20.6: StateMachineBehaviour script… 449

20.7: Practice and summary of this chapter… 451

Chapter 21 Navigation… 452

21.1 Basic Navigation Pathfinding…… 453

21.2 Slopes and Jumps… 456

21.3 Using the Off Mesh Link Component… 458

21.4 Grid Layering… 459

21.5 Navmesh Obstacle Components… 461

21.6 New Component-based NavMesh Features… 463

21.7 Navigation Mesh Orientation in any direction in 3D Space… 465

21.8 New NavMesh Dynamic Baking features… 466

21.9 Exercises and Conclusions in this Chapter… 468

Chapter 22 Common optimization Strategies for project r&d… 469

22.1 Occlusion Culling 470

22.2 Level detail (LOD)… 474

22.3 Project Tuning Tool Data Profiler… 477

22.4 Project Optimization Strategy… 479

22.4.1 Project optimization DrawCall479

22.4.2 Models and images for project optimization… 481

22.4.3 Lighting and camera aspects of project optimization… 483

22.4.4 Program optimization of project optimization… 486

22.4.5 Unity system setting for project optimization… 487

22.4.6 Good development and use habits of project optimization… 488

22.5 Exercises and Summaries in this chapter… 489

Chapter 23 Unity Game porting and Finger Touch Recognition… 490

23.1: JDK Installation and Environment parameter Configuration… 491

23.2: Android VM Installation and Configuration… 498

23.3: Unity configuration… 501

23.4: Finger touch recognition… 505

23.5 Exercises and Conclusions in this chapter… 509

Chapter 24 Software Refactoring Ideas… 510

Chapter 25 Ray… 516

Chapter 26 Data Persistence Techniques… 522

Chapter 27 Preloading and Object buffer Pool Techniques… 531

27.1 an overview of… 532

27.2 Simple Object Buffer Pool Technology… 533

27.3 Advanced Object Buffer Pool Technology… 538

27.4 Exercises and Conclusions in this chapter… 544

Chapter 28 Network Basics… 545

28.1 Network Overview… 546

28.2 Multi-threading… 546

28.3 Socket Technology…… 552

28.4 Downloading WWW Class from the Network… 559

28.5 Exercises and Conclusions in this chapter… 561

Chapter 29 dynamic Loading of AssetBundle Resources 562

29.1 Overview of AssetBundle… 563

29.2 Creating assetBundle.563

29.3 Downloading AssetBundle.564

29.4 Loading and Uninstalling AssetBundle… 566

29.5 AssetBundle Dependencies… 567

29.6 Exercises and Conclusions in this chapter… 568

Chapter 30 AssetBundle Framework Design… 569

30.1 AssetBundle Framework Design… 570

30.2 Automate the creation of assetBundle.572

30.2.1 Automatically Adding Tags to Resource Files… 572

30.2.2 Package Resources and Output Paths… 574

30.2.3 Deleting All Resources in a Path… 575

30.3 Loading and Managing a single AssetBundle… 576

30.4 AssetBundle Management… 578

30.4.1: Reading the project manifest file… 578

30.4.1: AssetBundle Relational classes… 579

30.4.3: AssetBundle General Management Class… 580

30.4.4: Multiple AssetBundle Management classes… 581

30.5 Exercises and summaries in this chapter… 583

Appendix A National Unity game R & D position written test interview real questions collection… 584

Appendix B Common Mistakes and Analysis in Unity development… 589

Appendix C Game Development Job Resume Template… 591

Appendix D Unity4.x/5.x/2017.x Upgrade Differences summary… 596

Appendix E List of Unity Special Folders… 599

Appendix F basic requirements for C# language knowledge in game development… 601

 

The author estimates that this book can be released on the market in January 2018, when we give more support

IT technology changes with each passing day, I believe Unity technology will develop better and better. Maybe in two or three years Unity2019, 2020… The publication of this edition will lead to the preparation and publication of a third edition of this book. Finally, thank you for your care and love. If you have any questions, please leave a message. \

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