Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Unity 2022 by Example
  • Table Of Contents Toc
  • Feedback & Rating feedback
Unity 2022 by Example

Unity 2022 by Example

By : Scott H. Cameron
4.9 (8)
close
close
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)
close
close
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

Health and inflicting damage

At this point in our project, we have implemented much of what we specified in our GDD (Chapter 4, Table 4.1) for our player character and enemies, but an essential system is still missing – health and damage.

In the coming sections, we’ll not only tackle adding health to the player and enemies with a reusable component but also finish the enemy’s attack behavior for inflicting damage on the player. The player can already fire a weapon that shoots a projectile, so we’ll add to the Bullet object we previously made in Chapter 6, so that it can inflict damage, too.

Health system

We’ll develop a HealthSystem component to create a reusable component for Player, enemy, and other objects (e.g., in the environment – think a destructible crate). This health system will track health, take damage and/or heal, and can be added to any object. The remainder of the setup will include creating Interfaces that tie the system...

Unlock full access

Continue reading for free

A Packt free trial gives you instant online access to our library of over 7000 practical eBooks and videos, constantly updated with the latest in tech
bookmark search playlist download font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY