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Video Game Development with Unity
Video games development made simple
• A 3D engine
• A game engine
• Services
Unity: what is it?
Who uses Unity?
Who uses Unity?
Who uses Unity?
Who uses Unity?
Who uses Unity?
Pros, cons?
• Cons:
• Less performant in general than a Unreal Engine
• More suited for « casual », cross-platform games (indie dev)
• Managed programming languages
Pros, cons?
• Pros:
• Portability!
• Easy to learn
• Make dev <-> graphists interactions easier
• Fast prototyping (no need to recompile everything to tune values)
• Unity Editor allows creation of house-made tools
• .NET power
• Services like Unity Purchasing making it easier to interface with common stores
How to code a Unity game?
• 2 langages :
• C# (.NET)
• JavaScript
• Unity Editor
Composition!
• In a Unity scene, everything is a GameObject
• A GameObject’s capabilities can be extended with components
• Script C# (« behaviors »)
• Transform (position, rotation, scale)
• Collider
• GUI element
• Camera
• …
Unity Editor & Scripts : basics
• Make the ball bounce on the board?
• Make the sphere react to clicks?
We won’t go far with that…
• What if we made an object that jumps when space is pressed, and that can
be virtually pushed by using the arrows?

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Unity - Game Engine

  • 1. Video Game Development with Unity Video games development made simple
  • 2. • A 3D engine • A game engine • Services Unity: what is it?
  • 8. Pros, cons? • Cons: • Less performant in general than a Unreal Engine • More suited for « casual », cross-platform games (indie dev) • Managed programming languages
  • 9. Pros, cons? • Pros: • Portability! • Easy to learn • Make dev <-> graphists interactions easier • Fast prototyping (no need to recompile everything to tune values) • Unity Editor allows creation of house-made tools • .NET power • Services like Unity Purchasing making it easier to interface with common stores
  • 10. How to code a Unity game? • 2 langages : • C# (.NET) • JavaScript • Unity Editor
  • 11. Composition! • In a Unity scene, everything is a GameObject • A GameObject’s capabilities can be extended with components • Script C# (« behaviors ») • Transform (position, rotation, scale) • Collider • GUI element • Camera • …
  • 12. Unity Editor & Scripts : basics • Make the ball bounce on the board? • Make the sphere react to clicks?
  • 13. We won’t go far with that… • What if we made an object that jumps when space is pressed, and that can be virtually pushed by using the arrows?

Notes de l'éditeur

  1. Montrer comment ajouter des composants : - Ouvrir ClickScale - Montrer un peu l’éditeur : liste des objets de la scène, hiérarchie des dossiers, et surtout INSPECTEUR - Tout gameobject a une Transform (position rotation scale) -> composant - Les objets peuvent avoir un nombre arbitraire de composants (voir la sphère : elle a un mesh, un collider, un renderer)
  2. Rouvrir ClickScale Mode play : se passe rien. Parce que la sphère n’a pas le composant qui l’enregistre dans le système de physics ! Ajoutons un RigidBody à cette sphère Elle tombe ! Elle rebondit pas fort… Parce qu’on doit lui donner un PhysicMaterial. Montrer que sans quitter le play, on peut bouger la sphère ou changer sa bounciness - Les scripts sont eux-mêmes des composants ! Drag and drop l’attache.
  3. you have to apply the force every fixed frame inside FixedUpdate instead of every frame inside Update. Between 2 frames, timing not guaranteed…