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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

Enhancing the audio experience with footsteps and reverb zones

Creating an immersive and enjoyable gaming experience requires paying close attention to sound design. Even seemingly simple elements, such as footstep sounds, play a significant role in grounding characters in their environment and conveying a sense of physicality and presence.

With footsteps in particular, it’s crucial to have a variety of footstep sounds to randomize them and adjust tempo or cadence based on the player’s speed to prevent auditory fatigue and repetition (you could even take it so far as to have different sounds for each surface type the player walks on).

Optimizing how continuously randomized audio clips are played back is also essential to ensure the process doesn’t negatively impact the game’s performance.

With our footstep sounds implementation, we will address all these factors. Considering the audio player components and manager code we’ve already written...

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