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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

Refactoring environment interactions to 3D API methods

From the previous 2D game projects, we have a small library of components built up already, but they are 2D, and we are now in 3D, so it requires a bit of refactoring for us to use them. Let’s first revisit the TriggeredEvent component we created in Chapter 4.

Revisiting the TriggeredEvent component

The Physics 2D API method we used for the TriggeredEvent component is OnTriggerEnter2D(). Its 3D counterpart simply drops the 2D part, and so it’s just OnTriggerEnter() (Unity is 3D under the hood, and it would make sense that only the 2D-specific methods are indicated as such).

Now, considering the above, let’s look at how we’ll update the TriggeredEvent code. Provided that you copied in the Assets/Scripts/TriggeredEvent.cs file from the previous 2D project, only a few changes are required. Otherwise, you can first revisit the earlier code in the book or even download the 2D version of the script...

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