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Unity from Zero to Proficiency (Beginner): Unity from Zero to Proficiency, #2
Unity from Zero to Proficiency (Beginner): Unity from Zero to Proficiency, #2
Unity from Zero to Proficiency (Beginner): Unity from Zero to Proficiency, #2
Ebook700 pages4 hoursUnity from Zero to Proficiency

Unity from Zero to Proficiency (Beginner): Unity from Zero to Proficiency, #2

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  • Unity Game Engine

  • Game Development

  • C# Scripting

  • Scripting

  • Unity Game Development

  • Mentorship

  • Quest

  • Underdog Story

  • Escape

  • Advanced Technology

  • Time Limit

  • Intelligent Non-Human Characters

  • Virtual Environments

  • User Interface

  • Artificial Intelligence

  • Collision Detection

  • Programming

  • Object Collection

About this ebook

Are You Ready to create your own epic games? This book is your ultimate ticket to mastering Unity game development.
- Purchase of the print or Kindle book includes a free eBook in the PDF format.
- Newly Edited and Updated Version for Unity 6.
- November 2025 Updadte: All chapters and assets are fully compatible with Unity 6.
- July 2023 Updadte: All chapters and assets are fully compatible with Unity 2022+ and a new chapter on Game Design has been added.
- December 2023 Update: Updated Chapter on Game Design + New Bonus Chapter on more featuresto improve your game.

Master Unity Faster
Are you ready to turn your gaming passion into reality? This book is your ultimate guide to mastering Unity game development. No prior experience needed! Dive into the exciting world of Unity and learn step-by-step how to design captivating 2D and 3D environments, program engaging gameplay mechanics, and create stunning visual effects. Imagine building your dream games and impressing friends and potential employers with your skills. This book series equips you with the essential knowledge and hands-on practice to become a confident Unity developer. Don't miss out on this opportunity! Join the thriving game development community and bring your imagination to life. Grab your copy of this book now and embark on your journey to becoming a pro Unity developer!
 

Master Unity and Programming for All

  • Beginners in Game Development: You will get started in game development and build a strong foundation in Unity with a step-by-step approach, teaching you the fundamentals and empowering you to confidently create your own games.
  • Aspiring Game Designers: You will translate your creative ideas into playable games, design captivating 2D and 3D environments, and program engaging and immersive gameplay mechanics and experiences
  • Indie Game Developers: You will enhance your skills and optimize game performances, with this book series that will help you with advanced Unity features, optimization techniques, and industry best practices.
  • Students and Educators: You will find a comprehensive resource for learning and teaching Unity.
  • Career Switchers: You will be able to transition into the game development industry easily, and also acquire the necessary skills, knowledge, and portfolio-building guidance.

Topics Included in this book

  • Introduction to C# concepts.
  • Coding your first script in C#.
  • Improving your scripting skills.
  • Creating a scoring system and an inventory system.
  • Detecting collisions and loading new levels.
  • Creating and updating a user interface with text, images and a mini-map.
  • Adding sound effects and background music.
  • Adding Non-Player Characters (NPCs) that chase the player.
  • Creating a 2D word-guessing game.
  • Creating a 2D infinite runner.
  • Key Game Design concepts to make your game more entertaining.
  • Creating a user interface (image buttons, health bar, personalized fonts).
  • Animating objects (including doors) and managing events.
  • Creating your own asset: camera scrips/effects and character controller.


Unleash Your Game Development Potential Today
This comprehensive book stands out with its beginner-friendly approach, step-by-step tutorials, and practical examples, ensuring you become a skilled Unity developer faster than ever.So, unlock your game development potential! Buy this book now and start creating your dream games today.

 

 

 

LanguageEnglish
PublisherPatrick Felicia
Release dateMar 28, 2019
ISBN9781522907701
Unity from Zero to Proficiency (Beginner): Unity from Zero to Proficiency, #2
Author

Patrick Felicia

Patrick Felicia is a lecturer and researcher at Waterford Institute of Technology, where he teaches and supervises undergraduate and postgraduate students. He obtained his MSc in Multimedia Technology in 2003 and PhD in Computer Science in 2009 from University College Cork, Ireland. He has published several books and articles on the use of video games for educational purposes, including the Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches (published by IGI), and Digital Games in Schools: a Handbook for Teachers, published by European Schoolnet. Patrick is also the Editor-in-chief of the International Journal of Game-Based Learning (IJGBL), and the Conference Director of the Irish Symposium on Game-Based Learning, a popular conference on games and learning organized throughout Ireland.

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  • Rating: 5 out of 5 stars
    5/5

    Apr 9, 2023

    The book is highly practical, with plenty of code examples and exercises to reinforce the concepts covered. Each chapter ends with a "Challenge" section, which encourages readers to apply what they've learned to a small project.

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Unity from Zero to Proficiency (Beginner) - Patrick Felicia

Credits

Author: Patrick Felicia

About the Author

Patrick Felicia is a lecturer and researcher at Waterford Institute of Technology, where he teaches and supervises undergraduate and postgraduate students. He obtained his MSc in Multimedia Technology in 2003 and PhD in Computer Science in 2009 from University College Cork, Ireland. He has published several books and articles on the use of video games for educational purposes, including the Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches (published by IGI), and Digital Games in Schools: A Handbook for Teachers, published by European Schoolnet. Patrick is also the Editor-in-chief of the International Journal of Game-Based Learning (IJGBL), and the Conference Director of the Irish Symposium on Game-Based Learning, a popular conference on games and learning organized throughout Ireland.

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Download your resource pack

Want to get even more out of your learning experience?

As a thank-you for reading Unity From Zero to Proficiency (Beginner), you can access your resource pack, including:

All the textures you need to create the environment described in the book.

5 video tutorials to get your started fast with Unity 6 and its core features covered in the book.

Full Unity 6 project for all the chapters covered in this book.

Weekly updates and tips on Unity and Game Programming.

To access these FREE resources, simply visit:

👉 https://learntocreategames.com/books/

Then scroll down to the section for Unity From Zero to Proficiency (Beginner) and fill out the short form.

Once this is done, you will receive an email with the link to the member area, where you will find your resource pack; See you on the inside!

Download a Free PDF Copy of This Book

Thanks for purchasing this book.

So that you can read your book on any of your devices with color pictures, you can download the pdf of this version for free; along with your free PDF book, you will also gain access to discounts, newsletters, and great free and useful content in your inbox every week and access to the book’s companion course with video tutorials, extra resources and access to a community of like-minded programmers.

Please follow the next steps to receive your pdf document and all the other amazing benefits:

Submit your proof of purchase.

I will send you your free PDF and other benefits shortly.

Alternatively, you can send me an email at learntocreategames@gmail.com, with your proof of purchase.

This book is dedicated to Mathis

Table of Contents

Contents

Credits

About the Author

Share Your Feedback

Download your resource pack

Download a Free PDF Copy of This Book

Table of Contents

Introduction

Preface

Content Covered by this Book

What you Need to Use this Book

Who this Book is for

Who this Book is not for

How you will Learn from this Book

Format of Each Chapter and Writing Conventions

Special Notes

How Can You Learn Best from this Book?

Feedback

Improving the Book

Supporting the Author

Chapter 1: Introduction to Programming in C#

Introduction

Statements

Comments

Variables

Arrays

Constants

Operators

Conditional statements

Switch statements

Loops

Classes

Defining a class

Accessing class members and variables

Constructors

Destructors

Static members of a class

Inheritance

Methods

Accessing methods and access modifiers

Common methods

Scope of variables

Events

Polymorphism (general concepts)

Dynamic polymorphism

Workflow to create a script

How scripts are compiled

Coding convention

A few things to remember when you create a script (checklist)

Level roundup

Summary

Quiz

Answers to the Quiz.

Checklist

Chapter 2: Creating your First Script

Quick overview of the interface

Getting started

Creating your first method

Creating your own class

Common errors and their meaning

Best practices

Variable naming

Methods

Level roundup

Summary

Quiz

Answers to the Quiz

Checklist

Challenge 1

Challenge 2

Chapter 3: Adding Interaction with C#

Resources necessary for this chapter

Creating a simple script to collect objects

Adding a scoring system

Loading a new level based on the score

Level roundup

Checklist

Quiz

Answers to the quiz

Challenge 1

Challenge 2

Chapter 4: Creating and Updating a User Interface from Your Code

Creating a timer

Collecting boxes and displaying messages accordingly

Deleting the user messages after a few seconds

Rotating objects to be collected

Collecting petrol cans in the city

Level roundup

Checklist

Quiz

Answers to the quiz

Challenge 1

Challenge 2

Chapter 5: Polishing Our Game

Creating a splash-screen for the game

Displaying the score in each scene

Displaying items collected as part of the user interface (using images)

Adding sound effects

Playing a background music

Adding a mini-map

Level roundup

Checklist

Quiz

Solutions to the Quiz

Challenge 1

Challenge 2

Chapter 6: Adding and Managing Simple Artificial Intelligence

Adding and setting-up our first NPC

Detecting collision between the NPC and the player.

Level roundup

Checklist

Quiz

Answers to the quiz

Challenge

Chapter 7: Creating a Word Guessing Game

Creating the interface for the game

Detecting and processing the user input

Choosing random words

Tracking the score and the number of attempts

Choosing words from a file

Level roundup

Checklist

Quiz

Solutions to the Quiz

Challenge 1

Challenge 2

Chapter 8: Creating an Infinite Runner

Adding movement to the character

Adding random obstacles to the scene

Displaying the score

Improving the appearance of the game

Creating the static environment

Pausing the game

Level roundup

Checklist

Quiz

Solutions to the Quiz

Challenge 1

Chapter 9: Creating a Card Guessing Game

Introduction

Setting-up the interface

Creating a game manager

Adding multiple cards automatically

Associating the correct image to each card

Shuffling the cards

Allowing the player to choose cards from each row

Checking for a match

Level Roundup

Summary

Checklist

Quiz

Answers to the Quiz

Challenge 1

Chapter 10: Creating a Puzzle Game

Introduction

Creating and moving a piece of the puzzle

Dropping the tile to a placeholder

Using multiple placeholders

Using and slicing a full image to create the puzzle pieces

Generating sprites at run-time

Level Roundup

Summary

Checklist

Quiz

Answers to the Quiz

Challenge 1

Chapter 11: Game Design Tips

Introduction

Achievements

Risks and Rewards

Structure Building

Allow the Player to Evolve

Different ways to achieve a goal

Random actions or outcomes

Resource Management

Game modes

Increasing Tension

Chapter 12: Bonus Chapter

Creating buttons with images

Using Specialized Fonts

Creating a Health bar

Creating your Own Character Controller

Creating your camera effects

Using Animations to open and close a door

Creating A CCTV Camera

Chapter 13: Frequently Asked Questions

Scripts

Interaction with assets

Using a graphical user interface

Audio

Artificial intelligence

Accessing Resources

Detecting user inputs

Thank you

Introduction

Welcome to Unity from Zero to Proficiency (Beginner)! I’m thrilled to have you on this journey to mastering Unity. As you dive into this book, you’ll gain the foundational knowledge needed to start creating your own games and interactive experiences.

This book is also offered as a well-formatted PDF, making it easy to read on any device, with better formatting than typical ePub versions. If you’re serious about mastering Unity and want to deepen your understanding through practical application, this companion book is an invaluable resource. Get your copy today and make the most of your Unity learning experience!

You can download the companion book for "Unity from Zero to Proficiency (Beginner) using the following link (use the option to Buy PDF from this site)":

https://learntocreategames.com/display_book_info/?id=2&/

Preface

Learning to code and to create your first game can seem daunting; but I can guarantee you that after completing this book, you will have a solid understanding of C# concepts and you will also be able to start creating your own game with many of the core features found in 3D survival games, including collisions, menus, and navigation. You can do this!

After teaching Unity for over 4 years, I always thought it could be great to find a book that could get my students started with Unity in a few hours and that showed them how to master the core functionalities offered by this fantastic software.

Many of the books that I found were too short and did not provide enough details on the why behind the actions recommended and taken; other books were highly theoretical, and I found that they lacked practicality and that they would not get my students’ full attention. In addition, I often found that game development may be preferred by those with a programming background but that those with an Arts background, even if they wanted to get to know how to create games, often had to face the issue of learning to code for the first time.

As a result, I started to consider a format that would cover both: be approachable (even to the students with no programming background), keep students highly motivated and involved using an interesting project, cover the core functionalities available in Unity to get started on game programming, provide answers to common questions, and also provide, if need be, a considerable amount of details for some topics.

This book series entitled Unity from Zero to Proficiency does just this. In this book series, you have the opportunity to play around with Unity’s core features, and essentially those that will make it possible to create an interesting 3D game rapidly. After reading this book series, you should find it easier to use Unity and its core functionalities.

This book series assumes no prior knowledge on the part of the reader, and it will get you started on Unity so that you quickly master all the wonderful features that this software provides by going through an easy learning curve. By completing each chapter, and by following step-by-step instructions, you will progressively improve your skills, become more proficient in Unity, and create a survival game using Unity’s core features in terms of programming (C# and JavaScript), game design, and drag and drop features.

In addition to understanding and being able to master Unity’s core features, you will also create a game that includes many of the common techniques found in video games, including: level design, object creation, textures, collection detection, lights, weapon creation, character animations, particles, artificial intelligence, and menus.

Throughout this book series, you will create a game that includes both indoor and outdoor environments where the player needs to finds its way out of the former through tunnels, escalators, traps, and other challenges, avoid or eliminate enemies using weapons (i.e., gun or grenades), drive a car or pilot an aircraft.

You will learn how to create customized menus and simple user interfaces using Unity’s new UI system, and animate and give (artificial) intelligence to Non-Player Characters (NPCs) who will be able to follow your character using Mecanim and Navmesh navigation.

In addition to improving your C# skills and creating 3D games, you will also learn to create classic 2D games including platformers, infinite runners, word-games, or 2d shooters.

Finally, you will also get to export your game for the web at the different stages of the books, so that you can share it with friends and get some feedback.

Content Covered by this Book

Chapter 1, Introduction to Programming in C#, provides an introduction to C# and to core principles that will help you to get started. It explains key programming concepts such as variables, variable types, or functions.

Chapter 2, Creating your First Script, helps you to code your first script. It explains common coding mistakes and errors in Unity, and how to avoid them easily. It also goes through some common error messages for beginners, and explains what they mean and how they can be avoided easily.

Chapter 3, Adding Interaction with C#, gets you to better your scripting skills to improve your game and add more interaction. You will learn to create a scoring system, detect collisions, and to load new levels.

Chapter 4, Creating and Updating a User Interface, explains how you can create a user interface using Unity’s UI system. You will add onscreen elements such as images, or text, and update them with your scripts to display the score and other messages to the user.

Chapter 5, Polishing Our Game, explains how you can improve your game, by adding a splash-screen, displaying items collected onscreen, or adding sound effects and a mini-map.

Chapter 6, Adding and Managing Simple Artificial Intelligence, introduces you to Artificial Intelligence (AI) in Unity, and explains how you can easily and simply add and manage Non-Player Characters (NPCs) that will either follow the player, or go through a simple path that you will define.

Chapter 7, Chapter 7: Creating a Word Guessing Game , will show you how you can create a word-guessing using Unity's 2D features. You will use arrays, and read files to create a list from which a random word will be picked and that the user will have to guess. You will also learn to detect and process the user's key entries.

Chapter 8, Chapter 8: Creating an Infinite Runner, will show you how you can create some other 2D features offered by Unity to create an entertaining infinite runner where the player can control a character that needs to jump over randomly generated obstacles.

Chapter 9, Creating a Card Guessing Game, shows you how you can create a very simple yet addictive card matching game. You will learn how to shuffle, move, and match cards.

Chapter 10, Creating a Puzzle Game, explains how to create a puzzle game where the pieces are first shuffled and then need to be reassembles and placed at the correct position.

Chapter 11, Game Design Tips, provides key game design concepts to help you improve your gameplay and make your game more entertaining.

Chapter 12, Bonus Chapter, includes mini tutorials that will help improving your game; this includes: creating image buttons, a health bar, your own character controller, camera effects, or opening and closing doors.

Chapter 13, provides answers to Frequently Asked Questions (FAQs) related to the topics covered in this book (e.g., scripting, audio, interaction, AI, or user interface). It also provides links to additional exclusive video tutorials that can help you with some of your questions.

Chapter 14 summarizes the topics covered in the book and provides you with more information on the next steps.

What you Need to Use this Book

To complete the project presented in this book, you only need Unity 6 (or a more recent version) and to also ensure that your computer and its operating system comply with Unity’s requirements. Unity can be downloaded from the official website (http://www.unity3d.com/download), and before downloading, you can check that your computer is up to scratch on the following page: http://www.unity3d.com/unity/system-requirements. At the time of writing this book, the following operating systems are supported by Unity for development: Windows XP (i.e., SP2+, 7 SP1+), Windows 8, and Mac OS X 10.6+.

In terms of computer skills, all knowledge introduced in this book will assume no prior programming experience from the reader. So for now, you only need to be able to perform common computer tasks, such as downloading items, opening and saving files, be comfortable with dragging and dropping items and typing, and relatively comfortable with Unity’s interface. This being said, because the focus of this book is on scripting, and while all steps are explained step-by-step, you may need to be relatively comfortable with Unity’s interface, as well as creating and transforming objects.

So, if you would prefer to become more comfortable with Unity prior to start scripting, you can download the first book in the series called Unity From Zero to Proficiency (Foundations). This book covers most of the shortcuts and views available in Unity, as well as how to perform common tasks in Unity such as creating objects, transforming objects, importing assets, using navigation controllers, or exporting the game to the web.

Who this Book is for

If you can answer yes to all these questions, then this book is for you:

Are you a total beginner in Unity or programming?

Would you like to become proficient in the core functionalities offered by Unity?

Would you like to teach students or help your child to understand how to create games, using coding?

Would you like to start creating great 2D or 3D games?

Although you may have had some prior exposure to Unity, would you like to delve more into Unity and understand its core functionalities in more detail?

Who this Book is not for

If you can answer yes to all these questions, then this book is not for you:

Can you already code with C# to implement simple behaviors such as score, collision detection, or to update the user interface.

Can you already easily code a 3D game with Unity with built-in objects, controllers, cameras, lights, and terrains?

Are you looking for a reference book on Unity programming?

Are you an experienced (or at least advanced) Unity user?

If you can answer yes to all four questions, you may instead look for the next books in the series. To see the content and topics covered by these books, you can check the official website (www.learntocreategames.com/books).

How you will Learn from this Book

Because all students learn differently and have different expectations of a course, this book is designed to ensure that all readers find a learning mode that suits them. Therefore, it includes the following:

A list of the learning objectives at the start of each chapter so that readers have a snapshot of the skills that will be covered.

Each section includes an overview of the activities covered.

Many of the activities are step-by-step, and learners are also given the opportunity to engage in deeper learning and problem-solving skills through the challenges offered at the end of each chapter.

Each chapter ends-up with a quiz and challenges through which you can put your skills (and knowledge acquired) into practice, and see how much you know. Challenges consist in coding, debugging, or creating new features based on the knowledge that you have acquired in the chapter.

The book focuses on the core skills that you need. Some sections also go into more detail; however, once concepts have been explained, links are provided to additional resources, where necessary.

The code is introduced progressively and is explained in detail.

Format of Each Chapter and Writing Conventions

Throughout this book, and to make reading and learning easier, text formatting and icons will be used to highlight parts of the information provided and to make it more readable.

The full solution for the project presented in this book is available for download on the official website (http://learntocreategames.com/books). So if you need to skip a section, you can do so; you can also download the solution for the previous chapter that you have skipped.

Special Notes

Each chapter includes resource sections so that you can further your understanding and mastery of Unity; these include:

A quiz for each chapter: these quizzes usually include 10 questions that test your knowledge of the topics covered throughout the chapter. The solutions are provided on the companion website.

A checklist: it consists of between 5 and 10 key concepts and skills that you need to be comfortable with before progressing to the next chapter.

Challenges: each chapter includes a challenge section where you are asked to combine your skills to solve a particular problem.

Author’s notes appear as described below:

Author’s suggestions appear in this box.

Code appears as described below:

int score;

string playersName = Sam;

Checklists that include the important points covered in the chapter appear as described below:

How Can You Learn Best from this Book?

Talk to your friends about what you are doing.

We often think that we understand a topic until we have to explain it to friends and answer their questions. By explaining your different projects, what you just learned will become clearer to you.

Do the exercises.

All chapters include exercises that will help you to learn by doing. In other words, by completing these exercises, you will be able to better understand the topic and gain practical skills (i.e., rather than just reading).

Don’t be afraid of making mistakes.

I usually tell my students that making mistakes is part of the learning process; the more mistakes you make and the more opportunities you have for learning. At the start, you may find the errors disconcerting, or that the engine does not work as expected until you understand what went wrong.

Export your games early.

It is always great to build and export your first game. Even if it is rather simple, it is always good to see it in a browser and to be able to share it with you friends.

Learn in chunks.

It may be disconcerting to go through five or six chapters straight, as it may lower your motivation. Instead, give yourself enough time to learn, go at your own pace, and learn in small units (e.g., between 15 and 20 minutes per day). This will do at least two things for you: it will give your brain the time to digest the information that you have just learned, so that you can start fresh the following day. It will also make sure that you don’t burn-out and that you keep your motivation levels high.

Feedback

While I have done everything possible to produce a book of high quality and value, I always appreciate feedback from readers so that the book can be improved accordingly. If you would like to give feedback, you can email me at learntocreategames@gmail.com.

Improving the Book

Although great care was taken in checking the content of this book, I am human, and some errors could remain in the book. As a result, it would be great if you could let me know of any issue or error you may have come across in this book, so that it can be solved and the book updated accordingly. To report an error, you can email me (learntocreategames@gmail.com) with the following information:

Name of the book.

The page where the error was detected.

Describe the error and also what you think the correction should be.

Once your email is received, the error will be checked, and, in the case of a valid error, it will be corrected and the book page will be updated to reflect the changes accordingly.

Supporting the Author

A lot of work has gone into this book and it is the fruit of long hours of preparation, brainstorming, and finally writing. As a result, I would ask that you do not distribute any illegal copies of this book.

This means that if a friend wants a copy of this book, s/he will have to buy it through the official channels (i.e., through Amazon, lulu.com, or the book’s official website: http://www.learntocreategames.com/books).

If some of your friends are interested in the book, you can refer them to the book’s official website (http://www.learntocreategames.com/books) where they can either buy the book, enter a monthly draw to be in for a chance of receiving a free copy of the book, or to be notified of future promotional offers.

Chapter 1: Introduction to Programming in C#

In this section we will discover C# programming principles and concepts, so that you can start programming in the next chapter. If you have already coded using C# (or a similar language), you can skip this chapter.

After completing this chapter, you will be able to:

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