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Build an organization that is growth-minded, values-based, and innovative using the six steps to “responsible impact.” At age 16, Michael ‘Piecez’ Prosserman, a professional b-boy (breakdancer), completed a school project that would grow to become a hip-hop-inspired mental health charity with global reach. Through a process of continuous discovery and reflection, Prosserman and his team grew UNITY to the point where it benefitted over a quarter of a million young people. In Building Unity, Prosserman breaks down the six steps to discovering “responsible impact” and building an organization that is growth-minded, values-based, and reflective of the needs of its community. Using stories of his own evolution, learning, and growth as a leader over 15 years, Prosserman parallels the creativity found in breakdancing with the innovation needed to build a sustainable non-profit. Six steps to discovering “responsible impact”: Spark is the inspiration, the big “why,” the motivation to wake up and do something. Build is the testing ground to clarify ideas, understand community needs, and challenge assumptions. Trust involves building the culture of your organization, leading by example, and hiring people with dreams. Trust sets the stage for growth by empowering awesome people. Grow is about finding the right size for your organization to create a responsible impact. Evolve is knowing when to step back so others can step forward by building a succession plan that leaves your organization in good hands. Re-Ignite is building from past experience and lighting the next spark within yourself.
Do you want to build mobile games, but lack game development experience? No problem. This practical guide shows you how to create beautiful, interactive content for iOS and Android devices with the Unity game engine. Authors Jon Manning and Paris Buttfield-Addison (iOS Swift Game Development Cookbook) provide a top-to-bottom overview of Unity’s features with specific, project-oriented guidance on how to use them in real game situations. Over the course of this book, you’ll learn hands-on how to build 2D and 3D games from scratch that will hook and delight players. If you have basic programming skills, you’re ready to get started. Explore the basics of Unity, and learn how to structure games, graphics, scripting, sounds, physics, and particle systems Use 2D graphics and physics features to build a side-scrolling action game Create a 3D space combat simulator with projectile shooting and respawning objects, and learn how to manage the appearance of 3D models Dive into Unity’s advanced features, such as precomputed lighting, shading, customizing the editor, and deployment
The golden age of virtual reality is here; take the first step into V.R. programming and development with Jeff W. MurrayBuilding Virtual Reality with Unity and SteamVR. Murray explores some of the topical issues surrounding virtual reality; including V.R. sickness, telepresence, performance issues and practical ways to diminish these detrimental effects to make a more comprehensive experience. Building Virtual Reality also grants readers a hands-on approach with the Unity game engine and programming. The example projects and sample C# code found in the text are compatible with all SteamVR supported virtual reality head mounted displays that are currently available. This text is the essential survival guide to VR and VR development for any reader. Author Bio: Jeff W. Murray has written two books: Game Development for iOS with Unity3D, C# Game Programming Cookbook for Unity3D, both published by CRC Press. In his game development career spanning over 14 years, he has worked with some of the world Murray Key features: Discusses some of the key issues facing virtual reality and provides helpful tips for making better V.R. experiences. Develop V.R. applications with practical examples geared to work with both the Oculus Rift and HTC Vive, as well as open source virtual reality (OSVR) headsets like the HDK. Find out how to build both standing and seated experiences. Tips on optimizing performance with the Unity Profilers. Explore examples specifically for HTC Vive Controllers and picking up and throwing physics objects, including haptic feedback. Discover how to build user interfaces for virtual reality, as well as discussing some best practices for V.R. based user interface design. Written by a games industry veteran who has been a V.R. developer since the first Oculus development kit.
Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more!
Learn how to build a complete 3D game using the industry-leading Unity game development engine and Blender, the graphics software that gives life to your ideas About This Book Learn the fundamentals of two powerful tools and put the concepts into practice Find out how to designand buildall the core elements required for a great game - from characters to environments, to props— Learn how to integrate Artificial Intelligence (AI) into your game for sophisticated and engaging gameplay Who This Book Is For This book has been created for anyone who wants to learn how to develop their own game using Blender and Unity, both of which are freely available, yet very popular and powerful, tools. Not only will you be able to master the tools, but you will also learn the entire process of creating a game from the ground up. What You Will Learn Design and create a game concept that will determine how your game will look and how it will be played Construct 3D models of your game characters and create animations for them before importing them into the game Build the game environment from scratch by constructing the terrain and props, and eventually put it all together to form a scene Import and integrate game assets created in Blender into Unity—for example, setting up textures, materials, animation states, and prefabs Develop game structures including a game flow, user interface diagram, game logic, and a state machine Make the game characters move around and perform certain actions either through player inputs or fully controlled by artificial intelligence Create particles and visual effects to enhance the overall visual aesthetic Deploy the game for various types of platforms In Detail In the wake of the indie game development scene, game development tools are no longer luxury items costing up to millions of dollars but are now affordable by smaller teams or even individual developers. Among these cutting-edge applications, Blender and Unity stand out from the crowd as a powerful combination that allows small-to-no budget indie developers or hobbyists alike to develop games that they have always dreamt of creating. Starting from the beginning, this book will cover designing the game concept, constructing the gameplay, creating the characters and environment, implementing game logic and basic artificial intelligence, and finally deploying the game for others to play. By sequentially working through the steps in each chapter, you will quickly master the skills required to develop your dream game from scratch. Style and approach A step-by-step approach with tons of screenshots and sample code for readers to follow and learn from. Each topic is explained sequentially and placed in context so that readers can get a better understanding of every step in the process of creating a fully functional game.
Since the end of the Rwandan genocide, the new political elite has been challenged with building a unified nation. The book investigates this project of civic education, the explosion of neo-traditional institutions and activities, and the uses of camps and retreats that come together to shape the "ideal" Rwandan citizen. Since the end of the Rwandan genocide, the new political elite has been challenged with building a unified nation. Reaching beyond the better-studied topics of post-conflict justice and memory, the book investigates the project of civic education, the upsurge of state-led neo-traditional institutions and activities, and the use of camps and retreats shape the
The church has changed. It is more diverse and as such faces new and imposing challenges. Building Unity in the Church of the New Millennium is an extraordinary collection of articles from a diverse group of ministry leaders devoted to unity among those of different races, classes, genders, and other groups within the church. To love as Christ commanded, the church simply must learn to incorporate, reach out to, and become unified with the people of God's whole kingdom.
Building the Nation draws from foreign-policy reports and interviews with U.S. military officers to investigate recent U.S.-led efforts to “nation-build” in Iraq and Afghanistan. Heather Selma Gregg argues that efforts to nation-build in both countries focused more on what should be called state-building, or how to establish a government, rule of law, security forces, and a viable economy. Considerably less attention was paid to what might truly be called nation-building—the process of developing a sense of shared identity, purpose, and destiny among a population within a state’s borders and popular support for the state and its government. According to Gregg, efforts to stabilize states in the modern world require two key factors largely overlooked in Iraq and Afghanistan: popular involvement in the process of rebuilding the state that gives the population ownership of the process and its results and efforts to foster and strengthen national unity. Gregg offers a hypothetical look at how the United States and its allies could have used a population-centric approach to build viable states in Iraq and Afghanistan, focusing on initiatives that would have given the population buy-in and agency. Moving forward, Gregg proposes a six-step program for state and nation-building in the twenty-first century, stressing that these efforts are as much about how state-building is done as they are about specific goals or programs.
Building Types and Built Forms weaves two books together in alternating chapters: one about the history of building types, the other about their geometry. The first book follows the histories of some common types of building: houses, hospitals, schools, offices and prisons. Examples are drawn from the 19th and early 20th centuries in France, America and Britain, with the central focus on London. They include the 'pavilion hospitals' associated with the name of Florence Nightingale, English Board and Modernist schools of the 1920s and 30s, tall office buildings in Chicago and New York, Jeremy Bentham's Panopticon penitentiary, and 'radial prisons' on the model of Cherry Hill and Pentonville. The second book takes these histories and uses them to explore how the forms of these buildings are constrained by some of the basic functions of architecture: to provide daylight and ventilation to the interior, to provide access to all rooms, or to allow occupants to see from one part of a building to another. A new way of thinking about these 'worlds of geometrical possibility' is introduced, in which the forms of many buildings can be catalogued and laid out systematically in 'morphospaces', or theoretical spaces of forms. As building types change over time, they come to occupy different positions within the worlds of possible forms. Building Types and Built Forms is filled with over 400 illustrations, many drawn especially for the book. It offers a new theoretical approach, combined with a series of historical accounts of building types, some well known, some less familiar. It should appeal to academics, practitioners, historians and students of architecture.
Unity in Action, Third Edition teaches you to create games with the Unity game platform. It's many 2D, 3D, and AR/VR game examples give you hands-on experience with Unity's workflow tools and state-of-the-art rendering engine. This fully updated third edition presents new coverage of Unity's XR toolkit and shows you how you can start building with virtual and augmented reality.