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Mastering Unity 2017 Game Development with C#

Mastering Unity 2017 Game Development with C#

By : Alan Thorn
2.5 (2)
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Mastering Unity 2017 Game Development with C#

Mastering Unity 2017 Game Development with C#

2.5 (2)
By: Alan Thorn

Overview of this book

Do you want to make the leap from being an everyday Unity developer to being a pro game developer? Then look no further! This book is your one-stop solution to creating mesmerizing games with lifelike features and amazing gameplay. This book focuses in some detail on a practical project with Unity, building a first-person game with many features. You'll delve into the architecture of a Unity game, creating expansive worlds, interesting render effects, and other features to make your games special. You will create individual game components, use efficient animation techniques, and implement collision and physics effectively. Specifically, we'll explore optimal techniques for importing game assets, such as meshes and textures; tips and tricks for effective level design; how to animate and script NPCs; how to configure and deploy to mobile devices; how to prepare for VR development; how to work with version control; and more. By the end of this book, you'll have developed sufficient competency in Unity development to produce fun games with confidence.
Table of Contents (9 chapters)
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Working with Play mode

It's important to start play-testing the game at this point, checking the zombie NPCs, ensuring that animations play and states change. You should specifically test that the player can approach a zombie, that a zombie can chase and attack the player, and that the player can attack and defeat enemies:

Working in Play mode

During testing, you may decide to make changes, tweaking speeds, stopping distances, health points, and more. Remember that any changes made in Play mode are automatically reverted when playback is stopped. However, you can copy values on components from play mode to edit mode. This makes it easier to adjust values from the Inspector and take them back to edit mode. To do this, click on the Cog icon from the component being changed, during play mode, and select Copy Component from the menu:

Copying component values

Then, back in edit...

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