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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

Designing for 3D while continuing the GDD

Level design for a 2D game is more straightforward because players navigate in only two dimensions. In contrast, 3D games involve that extra dimension – depth – in gameplay, contributing to more complex level design. In 2D, the screen space is represented by the X and Y coordinates. In 3D, the floor plane is represented by X and Z (depth), with Y still being used for the vertical axis – Unity’s 3D coordinate system is defined as a Y-up environment.

Figure 10.1 – 2D versus 3D coordinates

Figure 10.1 – 2D versus 3D coordinates

As we already know from our previous 2D work, the Z axis still exists but is represented straight on with the camera – either in the front or in the back – and only applies in some cases when layering objects in the scene.

Moving on, we’ll attempt to simplify the 3D design process using a modular approach, but it all starts with the game design again. Let’s review...

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