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  • Book Overview & Buying Unity 5.x By Example
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Unity 5.x By Example

Unity 5.x By Example

By : Alan Thorn
3.7 (7)
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Unity 5.x By Example

Unity 5.x By Example

3.7 (7)
By: Alan Thorn

Overview of this book

Unity is an exciting and popular engine in the game industry. Throughout this book, you’ll learn how to use Unity by making four fun game projects, from shooters and platformers to exploration and adventure games. Unity 5 By Example is an easy-to-follow guide for quickly learning how to use Unity in practical context, step by step, by making real-world game projects. Even if you have no previous experience of Unity, this book will help you understand the toolset in depth. You'll learn how to create a time-critical collection game, a twin-stick space shooter, a platformer, and an action-fest game with intelligent enemies. In clear and accessible prose, this book will present you with step-by-step tutorials for making four interesting games in Unity 5 and explain all the fundamental concepts along the way. Starting from the ground up and moving toward an intermediate level, this book will help you establish a strong foundation in making games with Unity 5.
Table of Contents (10 chapters)
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9
Index

Summary

Excellent work! On reaching this point, you've completed the coin collection game, as well as your first game in Unity. On achieving this, you've seen a wide range of Unity features. While there's a lot more to learn about scripting in Unity (and we'll cover more throughout this book), the information provided in this chapter provides a solid foundation for any future projects.

Taking advantage of prefabs will save you time, reduce the need to duplicate work, and makes spawning custom objects easy. You can even share prefabs between projects as packages or upload them for sale to the Unity Asset Store to kickstart your career as a Unity developer!

You now have a complete overview of a project's lifecycle from initial project creation to compiling the project to be distributed. This process will be the same for all new projects, whether personal or professional. Of course, there's a lot more to be said and explored for all these areas, but we've pulled them together to make a playable game that can be distributed. In the next chapter, we'll start a new 2D project, and in doing so, examine entirely new features of Unity. We'll look at how to write scripts for character movement and enemy AI, as well as discussing issues specific to 2D games.

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