Learn Unity for Windows 10 Game Development

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1 Learn Unity for Windows 10 Game Development Sue Blackman Adam Tuliper

2 Learn Unity for Windows 10 Game Development Sue Blackman Adam Tuliper Temecula, California, USA Lake Forest, California, USA ISBN-13 (pbk): ISBN-13 (electronic): DOI / Library of Congress Control Number: Copyright 2016 by Sue Blackman and Adam Tuliper This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein. Managing Director: Welmoed Spahr Lead Editor: Steve Anglin Technical Reviewer: Marc Scha rer Editorial Board: Steve Anglin, Pramila Balan, Laura Berendson, Aaron Black, Louise Corrigan, Jonathan Gennick, Robert Hutchinson, Celestin Suresh John, Nikhil Karkal, James Markham, Susan McDermott, Matthew Moodie, Natalie Pao, Gwenan Spearing Coordinating Editor: Mark Powers Copy Editor: Sharon Wilkey Compositor: SPi Global Indexer: SPi Global Artist: SPi Global Distributed to the book trade worldwide by Springer Science+Business Media New York, 233 Spring Street, 6th Floor, New York, NY Phone SPRINGER, fax (201) , orders-ny@springer-sbm.com, or visit Apress Media, LLC is a California LLC and the sole member (owner) is Springer Science + Business Media Finance Inc (SSBM Finance Inc). SSBM Finance Inc is a Delaware corporation. For information on translations, please rights@apress.com, or visit Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. ebook versions and licenses are also available for most titles. For more information, reference our Special Bulk Sales ebook Licensing web page at Any source code or other supplementary materials referenced by the author in this text are available to readers at For detailed information about how to locate your book s source code, go to Readers can also access source code at SpringerLink in the Supplementary Material section for each chapter. Printed on acid-free paper

3 For Adam s wife, Artemis, and kids, Asa, Axl, and Zoe, who so graciously let this project take up so much of his time

4 Contents at a Glance About the Authors... xiii About the Technical Reviewer...xv Acknowledgments...xvii Introduction...xix Chapter 1: The Unity Editor... 1 Chapter 2: Unity Basics Chapter 3: Scripting with C# Chapter 4: Importing Assets Chapter 5: Prototyping the Navigation Chapter 6: Experimenting with Functionality Chapter 7: Creating the Environment Chapter 8: Combining Assets and Functionality Chapter 9: Audio and Special Effects Chapter 10: GUI and Menus Chapter 11: Rewards and Monetization Chapter 12: Building for Windows Store Index v

5 Contents About the Authors... xiii About the Technical Reviewer...xv Acknowledgments...xvii Introduction...xix Chapter 1: The Unity Editor... 1 Installing Unity... 1 Creating a Unity User Account... 1 Performing the Installation... 3 Exploring the General Layout... 7 Working with Menus Getting Started Exploring the Views Managing Layout Understanding the Project Structure File Structure Project Management Load/Save vii

6 viii Contents Preparing for Windows Store Building for Windows...47 Summary Chapter 2: Unity Basics Working with Unity GameObjects Creating Primitives Using Transforms Duplicating GameObjects Arranging GameObjects Parenting Working with Components Creating Environments Using the Terrain Editor Adding Water Creating the Sky Summary Chapter 3: Scripting with C# Creating a New Test Project Why C#? Working with Script Editors Exploring the Editing Environment Examining the Contents Building a Script Introducing Functions Working with Variables Introducing Interaction Adding User Input Using the Conditional Adding More Functionality

7 Contents ix Looping Creating User-Defined Functions Working with Script Editors Summary Chapter 4: Importing Assets Importing 3D Objects Supported 3D Mesh Formats Importing the 3D Assets The Model: Setting the Basic Attributes The Rig Tab: Setting the Animation Type The Animations Tab: Setting Up the Animation Clips Importing Image Assets Setting the Texture Type Exploring Texture Dimensions Understanding Mapping and Vertex Count Managing Textures and Batching Working with Materials and Shaders Investigating the Standard Shader Using Normal Maps Summary Chapter 5: Prototyping the Navigation Understanding the Basics Taking the First Steps Scripting User Interaction Creating Prefabs Working with Inheritance Creating a Death Zone Tweaking Physics

8 x Contents Improving the Basics Using Co-routines Suppressing Player Input Resetting the Board Summary Chapter 6: Experimenting with Functionality Creating Portals Making Custom GameObject Icons Adding Randomization More on Marble Physics Adding a Jump Adding a Turbo Boost Embracing UWP Mapping the Gamepad Summary Chapter 7: Creating the Environment Generating the Paths Introducing the Cells Preparing the Assets Making Paths Marking the Path Starting Tile Scripting the Undo Saving Your Paths Loading the Paths Activating the Paths Changing the Tiles Setting Sequential Progress Working with External Influences Adding New Game Pieces Summary

9 Contents xi Chapter 8: Combining Assets and Functionality Merging Environment and Functionality Refining the Portal Functionality Introducing Dynamic Elements Game Elements Shaking Things Up Completing the Path Summary Chapter 9: Audio and Special Effects Adding Audio Audio Clips Audio Source Using Particles and Special Effects The Spinner s FX The Popper s FX The Booster s FX Updating the Marble Managing the Portal Particles Drawing from a Pool Using the Pool The Path End FX Summary Chapter 10: GUI and Menus Working with the Unity UI Layout Processing Sprite Textures Background Management Game Level GUI Hooking Up the Functionality Making the Game Timer Adding Health

10 xii Contents Pausing the Game Encouraging Another Game Finishing the Start Menu Loading the Board Level Retaining Data Between Levels Interacting with the GUI by Using a Gamepad Summary Chapter 11: Rewards and Monetization In-App Purchases Persistent Data Creating the Purchased Functionality Making the Store Summary Chapter 12: Building for Windows Store Reviewing Requirements Enabling Developer Mode Setting Your Build Defaults Customizing the Player Settings Enabling the Gyroscope Functionality Finishing the Tiltboard Project Adding the Gyroscope Code In-App Purchases Testing on Windows 10 Phone Extending the UWP Xbox One HoloLens Summary Index

11 About the Authors Sue Blackman has been an instructor in the 3D field for nearly 20 years at art schools and community colleges. She has been involved with the commercial development of real-time 3D engines for more than 10 years. In the past, she has been a contributing author for New Riders Press (3ds max 4 Magic) and written for ACM SIGGRAPH on serious games. She has written product training materials and instruction manuals for developing content with real-time 3D applications, used by multimedia departments in Fortune 1000 companies including Boeing, Raytheon, and Lockheed Martin, among others. In addition to writing and teaching, Sue has been the lead 3D artist on several games for Activision Publishing and its subsidiaries. Sue can be contacted at Sue@3dadventurous.com or sueblackman3djunkie@gmail.com. Adam Tuliper works as a senior software engineer for Microsoft, helping others achieve their technical vision across Windows, the Web, and the cloud. He works a lot with the gaming community in the western United States, co-runs the Orange County Unity Meetup, and is also an indie game developer working on new titles. He can be reached via his web site, and Twitter ( com/adamtuliper). xiii

12 About the Technical Reviewer Marc Schärer is an interactive media software engineer and contributor to the Unity forums as a full-time professional Unity user since As a Swiss local, he attempts to support the local development communities in Switzerland to help them unleash their potential, applying his experience delivering interactive 3D learning, training, and entertainment experiences to mobile, desktop, and web platforms for customers around the world. He has a strong background in the fields of 3D graphics, network technology, software engineering, and interactive media, which first interested him as a teenager. He studied computer science as well as computational science and engineering at the Swiss Federal Institute of Technology in Zürich. He is currently the chief VR officer at vantage.tv, a company he co-founded in 2014, which seeks to revolutionize the way we see and experience events of any type and scale in the future by removing the barrier of distance. xv

13 Acknowledgments I started writing this book well over two years ago, to help a friend break into both writing books and the Unity community. The friend, a big fan of mobile games, was going to handle the Windows Store section and assist throughout the rest of the book. Unfortunately, the friend had to pull out of the project, leaving me to pick up the pieces. Mobile development being well out of my comfort zone, I had to find a new co-author. The choice was easy. We had met Adam Tuliper during our research into Windows Store and he had graciously offered to help out in whatever way he could. Well, who better than Microsoft s liaison with Unity, and a senior programmer besides, whose duties include traveling the country and helping Unity users make the most out of their Windows games, apps, and Windows devices. The problem (or benefit, as the case may be), was that as a Microsoft insider, Adam was tuned in to what was in development. So we waited until the time was right to continue with the book, and as a result, were rewarded with Windows 10 and the fruition of the Unified Windows Platform (UWP) and all of the device families that encompassed. The little game that started out as a vehicle to use the accelerometer on Windows Phone and tablets blossomed into a great testing ground for handling input from touch, mouse, keyboard, and gamepad. The most exciting part, however, was the addition of Adam s work on publishing to Windows Store. Seeing the game on Windows Store, and getting the app and running it on another Windows 10 device was awesome! Adam burned the midnight oil to bring it all together by Chapter 12 and has my unending gratitude! Without Adam, this book would not have been possible. A huge thanks to you! xvii

14 Introduction The Unity community is very large and very helpful. Videos, code, and 3D assets are available on any number of topics, and the Unity help documents continue to evolve, keeping the community abreast of the latest functionality and features. One of the biggest challenges, however, is to learn how to bring it all together. In this book, you will begin with the aim to create a small Windows 10 game, taking full advantage of the Universal Windows Platform (UWP), and be able to publish it to Windows Store. Along the way, you will not only have a chance to learn the fundamentals of game development with the Unity engine, but also experience the concept of starting simple, testing early, and adding bonus functionality as time and budget permit. In the end, you will be taken through the process of publishing an app to Windows Store, a task filled with its own set of new terms, concepts, and procedures. As with creating games with Unity, the publishing process is well documented in the Microsoft Windows Dev Center, but in such detail as to be overwhelming. This final chapter of this book breaks down the essentials and leads you through the process of building and publishing to Windows Store one step at a time. About the Unity Game Engine The free version of Unity provides an excellent entry point into game development, offering features and functionality that remove barriers to creative game development. With its huge user community, Unity removes the elitist separation between programmers, artists, and game designers that is typical of high-priced game engines. It makes it possible for anyone to take the first step to bringing their ideas to life. In this book, you will get to wear many hats as you create your first Unity game, discovering where your interests lie as well as gaining an understanding of what is required to develop a casual game and bring it to market. Will I Have to Learn to Script? Most game play needs to be scripted in Unity, but hundreds of scripts are already available that can be readily reused. Unity ships with several of the most useful. More can be found by searching the Unity Forums, wiki, or Unity Answers. Many forum members will even xix

15 xx Introduction write bits of script for less-adept users. In the Collaboration section of the forum, you can even find scripters looking to trade for art assets. By the end of this book, you should know enough to be able to take advantage of the wealth of material available from the Unity community. Although C# (pronounced C sharp), the coding language you will be using in this book, is not as user-friendly as Unity s version of JavaScript, it has become the language of choice for most users, in part because it is better suited to mobile platforms. Regardless of reasons, nowadays the majority of code samples are in C#, so it makes more sense to use it. Assumptions and Prerequisites This book assumes that you are new to scripting, 3D, and game design, and/or the Unity engine as well as publishing to Windows Store. What This Book Doesn t Cover This is not a book on how to become a programmer nor a high-level adept at asset creation. It uses programming best practices when possible, but the scripting in this book is designed to ease a nonprogrammer into the process by providing instant visual feedback as often as possible. While there are usually several ways to attain the same goal, the scripting choices made in this book are generally the easiest to read and understand from a newbie s point of view. You won t have to provide your own art assets or go foraging through the Unity Asset Store for suitable items for the book s project either. Art assets will be provided for you, giving you the opportunity to learn the basics of managing them in your game. Although the Asset Store is a great place to find all manner of assets for your games, the legalities of redistributing them in the Unity project for each of the book s chapters was prohibitive. Although it makes writing the book more difficult, the advantage of having the project in its current state at the end of the chapter is invaluable. Be sure to download the game project with the chapter assets from the book s page on the Unity web site, [url here, please]. Conventions Used in This Book This book uses various conventions. Examples are shown here. 1. Instructions look like this. Tip Notes, tips, and cautions follow this format. Code looks like this. Platform This book was written using Unity 5.4 in a Windows 10 environment.

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