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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

Summary

This chapter was a quick introduction to installing Unity Hub, installing the Unity Editor, and why we chose the 2D Universal RP template for creating our new 2D project. In this chapter, you learned the importance of Package Manager for adding tooling and features to the Unity Editor specific to our project’s needs. You then learned how to make your way around the different windows and toolbars, and you used them to create and manipulate GameObjects in our new 2D scene. We also got a headstart on building the collection game by drawing our player character within the Unity Editor – learning the importance of Layer sorting order in the process.

Finally, we started defining what the game we’re creating will be by deciding on a name for the game, writing our summary, and specifying some gameplay in the GDD – this will provide the necessary direction for the production of the game.

In the next chapter, we’ll dive into creating the “Outer World” collection game environment, learning how to implement game mechanics through scripts, and adding a basic UI.

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