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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 first covered the game, level, and environment design by introducing new elements for the GDD to cover the larger scope of the adventure game, importing and prepping artwork for use with Unity’s 2D features, and introducing a new level design principle to guide the player to a goal.

We continued with the imported artwork by creating static and moving platforms to challenge players on their journey. Then, we immersed the player in the game world by setting up a parallax background and animated environmental elements.

Finally, we optimized the draw calls for the sprites that define all the elements of the level and environment with a Sprite Atlas.

In the next chapter, we’ll set up the player character with an imported rig using the PSD Importer, which will allow a quick setup of the character for animating. We’ll also learn how to add a player weapon that shoots projectiles in an optimized way by implementing another feature new for...

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