So, as we mentioned last time, we’d decided that it’s just about time to get to know the Unity game engine development environment a bit, and Packt Publishing was gracious enough to provide a review copy of their Unity 3D Game Development by Example video course to help us out with that!
The fast, easy way to start developing Unity games
There’s no better way to begin building impressive video games than Unity. The free software gives you the tools you need to create stunning 3D games and publish them for computers, phones, tablets, and the web.
This friendly video course will teach you the Unity from scratch and develop fun example games, deploying them to your favourite platforms…
TL;DR: Most Excellent orientation walkthrough — just exactly the level of getting our feet wet enough to be comfortable if we absolutely had to dive in that we were looking for. Unqualifiedly recommended as your introduction to Unity if you’re Windows and Android centric, minor qualification if you’re OS X and iOS centric that it’s a just a bit of an ill-fitting suit, not perfect but not too hard to match up with either.
Walkthrough Notes: What you download is a folder of HTML-wrapped browser-presented video — reputed to work on any modern desktop browser, but not iOS devices — split up into eight sections:
Section 1. Learning How Unity Thinks [22:01 mins]: Understanding Unity UI; Unity 3D Project Structure; Game Objects and Components; MonoDevelop Explained; Creating your first Component; Pro-Tips: Understanding A MonoBehavior
This section jumps right in to describing the main window, so it assumes that you’ve already figured out how to get Unity installed on your system. Which is a simple and free download, we got version 4.3.2. The video is taken on a Windows machine and the screen is arranged moderately differently than how the sample project shows up in said 4.3.2 OS X download, but nothing that makes any real difference, we thought … until it said “use the middle mouse button to pan”. Yeah, that’s a tough one for us. OK, so it’s not perfect for the OS X user. Still, it’s pretty darn close. We’re also informed that if we don’t know C# we should go learn it first as that’s what all the scripting examples will be in. Yeah, that’ll happen. But any C-ish syntax knowledge is fine to follow along with this course.
Section 2. Building a Scene [16:13 mins]: Creating and Loading a Scene; Building and Manipulating GameObjects; Adding Components to GameObjects; Building and Using Prefabs; Pro-Tips: Understanding Unity Cameras
All pretty straightforward, and workable if not precisely elegant. Yep, we’re starting to see why Unity is widely considered the premier design environment.
Section 3. Scripting Interactivity [20:26 mins]: Component Basics; Useful pre-built components; Trapping Player Input; Communicating Between Game Objects; Pro-tips: Building a Messaging System
On the other hand, nothing to confirm your low opinion of the development environment like finding out that building a messaging system is considered a “pro tip” instead of something taken for granted, that’s for sure. And this MonoDevelop thing you use to write your C# scripts in … well, it’s no Xcode, that’s for sure. Prejudice about this kind of environment being suited well only to projects that don’t involve any serious programming: Confirmed.
Section 4. Sound and Music [17:49 mins]: Unity Audio Basics; Building and Playing Game Music; Adding 3D Audio to the world – Controlling Audio Sources; Pump Up the Volume – Setting Volume and controlling Music Playback; Pro-Tips: Saving Player Preferences
Another straightforward section to breeze right through. Saving preferences counts as a “pro tip” as it points out the existence of System.Xml.Serialization. Yep, if you’re used to iOS SDK programming adopting this is going to be quite the shock.
Section 5. Building UI [30:51 mins]: Unity GUI Basics; Skinning your GUI; Game Experience as GUI; Game Experience as GUIScore and Time Displays; Pro-Tips: Pausing and Ending a Game Round
By “UI” here they mean HUD-type displays.Throws in some side tips like internal glows to add a little style to the experience too.
Section 6. Finishing the Game – Title Screens and Menus [11:38 mins]: Building a Title Screen; Building the Main Menu; Pro-Tips: Create a Pause Menu by Reusing your Work
Which is tying together the screen creation and GUI layout stuff that we’ve been introduced to already.
Section 7. High Score (Saving and Loading) [19:28 mins]: Tracking Player Score in Your Game; Building the High Scores List; Displaying High Scores from the Main Menu: Pro-Tips: Building your Finished Game
Some more UI/navigation tweaks, and how to output a Windows executable. Which differs by only one popup selection from outputting an OS X executable.
Section 8. Where to Go from here [27:00 mins]: Extending Your Work – Expand Score into Combo Scoring; Where to Go From Here – The Unity Community; Where to Go From Here – Unity 3D Pro; Where to Go From Here – Porting to Android; Pro-Tips: Publishing Your Finished Game
And of course being a person of taste and style Dear Reader, you have no use for the bits on how to publish on Android, but no doubt the pitiable intern you fost that nonsense off on will find that bit of interest. No mention of iOS in the porting bits, but presumably touch handling would be similar and looks like controls are about the only necessary difference.
So overall, we’re quite completely satisfied with how that went for the time investment. Nice efficient introductory walkthrough touching on enough to get off to a flying start yourself without getting bogged down or distracted much of anywhere; and if you’re doing simple games, that’s all you need! Would have been nice to something that was OS X aware, but there’s only a couple of places where things like referring to the middle mouse button show up, no particularly big deal. On the other hand, we were just a touch disappointed to not find any discussion of porting and native code integration across various platforms, a little more discussion of that as opposed to “here, add a touch handler and you’ve ported to Android” would be rather welcome. But that’s mainly because being a real — that is, iOS — developer, our skin was crawling with revulsion watching that C# coding in action and our thoughts immediately jumped to how can we write as little code as possible in MonoDevelop should it actually ever become necessary to work with a Unity project.
So yeah, the end result of this exercise is a switch from “intense skepticism” to “downright loathing” of the prospect of ever having to code ourselves in this environment. But for those who don’t have a project with heavy coding needs, or are Windows people who are happy programming C#, first off we’re sorry for you, and second off yep Unity most likely actually is a good choice for you and this is a definitely worthwhile fast start on getting orientated with it. Thoroughly recommended!
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