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

Completing the Adventure Game

In Chapter 8, we started by creating a flexible health system that can be added to any object to give it health, take damage, and heal. The system is extensible, meaning the things that can deal with damage and apply healing can be anything without the need to modify the HealthSystem class because we used interfaces to implement the behavior (not concrete class types). With objects now able to take damage, we continued by updating Player and enemy objects to use health – so, we have the semblance of a real game in the making.

We continued by creating a wave spawner that instantiates new enemies on a fixed time interval and integrates with the existing patrol behavior. This allows us to add more complex enemy behavior, which adds new challenges to the game.

Finally, we further explored composition by refactoring some of our reusable components to explore a different approach to destroying the heal pickup object. The importance of good programming...

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