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Hands-On Unity 2022 Game Development

Hands-On Unity 2022 Game Development

By : Nicolas Alejandro Borromeo
4.7 (22)
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Hands-On Unity 2022 Game Development

Hands-On Unity 2022 Game Development

4.7 (22)
By: Nicolas Alejandro Borromeo

Overview of this book

Unity is a cross-platform game engine that provides you with powerful but simple-to-use features to solve the most common problems in Game Development, such as rendering, animation, physics, sound, and effects. You’ll learn to use these features to create simple but complete games (and all the nuances needed to handle Unity). Complete with hands-on tutorials and projects, this book will teach you to use the Unity game engine, create C# and visual scripts, integrate graphics, sound, and animations, and manipulate physics to create interesting mechanics for your game. You’ll then code a simple AI agent to challenge the user and work with profiling tools to ensure code efficiency. Finally, you'll work with Unity's AR tools to create AR experiences for 3D apps and games before publishing them to the world. If you are interested in creating impressive, commercial-quality games that are playable on a variety of platforms, then you’ve come to the right place.
Table of Contents (23 chapters)
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Free Chapter
1
Creating a Unity Project
21
Other Books You May Enjoy
22
Index

Summary

In this chapter, we explored the basic concepts that you will use while creating scripts. We discussed the concept of a script’s assets and how the C# ones must inherit from MonoBehaviour to be accepted by Unity to create our own scripts. We also saw how to mix events and instructions to add behavior to an object and how to use fields in instructions to customize what they do. All of this was done using both C# and Visual Scripting.

We just explored the basics of scripting to ensure that everyone is on the same page. However, from now on, we will assume that you have basic coding experience in some programming language, and you know how to use structures such as if, for, array, and so on. If not, you can still read through this book and try to complement the areas you don’t understand with a C# introduction book as you need.

In the next chapter, we are going to start seeing how we can use what we have learned to create movement and spawning scripts.

...

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