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  • Book Overview & Buying Unity 2022 by Example
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Unity 2022 by Example

Unity 2022 by Example

By : Scott H. Cameron
4.9 (8)
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Unity 2022 by Example

Unity 2022 by Example

4.9 (8)
By: Scott H. Cameron

Overview of this book

Unity 2022 by Example is a complete introduction to building games in Unity following a project-based approach. You’ll be introduced to the Unity game engine and the tools available for building and customizing a game exactly the way you want it, while maintaining a good code foundation to build upon. Once you get to grips with the fundamentals of Unity game development, you'll start creating a 2D collection game and an adventure game, followed by a 3D first person shooter game. Next, you’ll explore advanced topics, such as using machine learning to create AI-based enemy behavior, virtual reality for extending the first-person game, and augmented reality for developing a farming simulation game in a real-world setting. The book will help you gain hands-on knowledge of these topics as you build projects using the latest game tool kits. You'll also learn how to commercialize your game by publishing it to a distribution platform and maintain and support it throughout its lifespan. As you progress, you’ll gain real-world knowledge and experience by taking your games from conceptual design to completion. By the end of this Unity book, you’ll have strong foundational knowledge of how to structure a Unity project that is both maintainable and extensible for commercially released games.
Table of Contents (23 chapters)
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1
Part 1: Introduction to Unity
3
Part 2: 2D Game Design
6
Part 3: 2D Game Design Continued
13
Part 4: 3D Game Design
17
Part 5: Enhancing and Finishing Games

Summary

In this chapter, we added some polish to the shooting and player character by introducing URP post-processing, Shader Graph, 2D lights, and the Trail Renderer effect. Phew! Having these features out of the box with Unity allows us to add visual quality to our games with little effort.

We continued by adding some configurable enemy characters to the game by creating two enemy Prefabs and assigning unique configuration variables to each via the ScriptableObject assets. The enemy objects were then given behavior by implementing the State Pattern to introduce basic behavior with an FSM and evaluate conditions for transitioning between states.

In the next chapter, we’ll complete the adventure game by adding health and damage systems for enemies that we’ll spawn into the level, implement the attack mechanics with additional weapon types, create a simple quest system for collecting key objects for solving the entryway puzzle, and introduce a new event system for...

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