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Unity 2018 By Example

Unity 2018 By Example

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Unity 2018 By Example

Unity 2018 By Example

3 (2)

Overview of this book

Unity is the most exciting and popular engine used for developing games. With its 2018 release, Unity has become the primary source of both game development and virtual reality content. In Unity 2018 By Example, you’ll learn how to use Unity in order to make amazing games from popular genres - from action shooters to mind-bending puzzle games to adventure and Virtual Reality (VR) games. Even if you have no previous experience of using Unity, this book will help you understand the toolsets it provides in depth. In addition to this, you'll understand how to create time-critical collection games, twin-stick space shooters, platformers, and action-fest games with intelligent enemies. Finally, you'll get to grips with creating VR games with the new toolsets introduced by Unity to help you develop amazing VR experiences. To make things easier, you will be provided with step-by-step tutorials for making five great games in Unity 2018, along with a detailed explanation of all the fundamental concepts. By the end of this book, you’ll have established a strong foundation in making games with Unity 2018.
Table of Contents (14 chapters)
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13
Index

Chapter 2. Creating a Collection Game

This chapter continues from the previous one by building a collection game with Unity. In this game, the player wanders an environment in first-person mode, searching for and collecting all the coins in a scene before a global timer expires. If all coins are collected before timer expiry, the game is won. However, if the timer expires before all coins are collected, the game is lost. The project created so far features a complete environment, with a floor, props, and water, and it also features a first-person controller along with a basic coin object, which looks correct in shape and form but still cannot be collected.

This chapter completes the project by creating a coin object to collect and adding a timer system to determine whether the total game time has elapsed. In essence, this chapter is about defining a system of logic and rules governing the game. To achieve this, we'll need to code in C# and so this chapter requires a basic...

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