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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?

Editor's Notes

  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…