Moving from Unity to Godot : An in-Depth Handbook to Godot for Unity Users
Moving from Unity to Godot : An in-Depth Handbook to Godot for Unity Users
Click to enlarge
Author(s): Thorn, Alan
ISBN No.: 9781484259078
Pages: xii, 273
Year: 202006
Format: Trade Paper
Price: $ 82.79
Dispatch delay: Dispatched between 7 to 15 days
Status: Available

Chapter 1: Introducing Godot - Why Migrate? Chapter Goal: The Godot Engine is a free and powerful game engine. Learn why you should move from Unity to Godot. Explore the engine benefits and features in summary Sub -Topics 1. Godot engine introduction 2. How to download and install 3. Reasons to migrate 4. Limitations and the future Chapter 2: Godot Fundamentals Chapter Goal: The Godot engine has many similarities with Unity but also important differences. This chapter explores the core features of Godot for a first-time user looking to make a quick start.


Sub - Topics 1. Interface and controls 2. Scenes and nodes 3. Components and scripts 4. Assets and resources Chapter 3: Scripting with C# in Godot - Common Tasks Chapter Goal: Godot supports several scripting languages for building gameplay. C# is a powerful choice. This chapter explores how to use C# to implement critical gameplay tasks easily. Sub - Topics: 1.


Getting started with C# scripting 2. Events and responses 3. Signals and Connections 4. Processing nodes and scenes Chapter 4: Making a 2D Game Chapter Goal: Learn how to make amazing looking scenes in 2D and 3D with Godot. This chapter explores materials, lights and post-processing to help you create believable, atmospheric worlds. Sub - Topics: 1. Direct vs indirect illumination 2. Directional, point and spotlights 3.


Baked lighting and global illumination 4. Environments and effects Chapter 5: Navigation and Path-Finding Chapter Goal: Create intelligent NPCs that can navigate around your scenes using the Godot Path-Finding Tools. Learn how to build navigation meshes and create steering behaviors for your NPCs. Sub - Topics: 1. Build navigation meshes 2. Refine and improve navigation tools 3. Create intelligent NPCs 4. Moving objects Chapter 6: Coding a First-Person Controller in C# Chapter Goal: Build first-person functionality to create a first-person controller for 3D games.


Allow your player to move and look around, and to collide with physical objects. Sub - Topics: 1. Create movement behavior 2. Add mouse look functionality 3. Add physics and collision behavior 4. Coding jumps and gravity Chapter 7: Mini-Projects - Case Studies in Godot Chapter Goal: See practical, project samples in Godot for learning more advanced features. See how to save data, create coroutines, use visual scripting, and create animations. Sub - Topics: 1.


Coroutines 2. Visual scripting 3. Animating objects 4. Saving game data.


To be able to view the table of contents for this publication then please subscribe by clicking the button below...
To be able to view the full description for this publication then please subscribe by clicking the button below...