Book Image

Unity 2020 By Example - Third Edition

By : Robert Wells
Book Image

Unity 2020 By Example - Third Edition

By: Robert Wells

Overview of this book

The Unity game engine, used by millions of developers around the world, is popular thanks to its features that enable you to create games and 3D apps for desktop and mobile platforms in no time. With Unity 2020, this state-of-the-art game engine introduces enhancements in Unity tooling, editor, and workflow, among many other additions. The third edition of this Unity book is updated to the new features in Unity 2020 and modern game development practices. Once you’ve quickly got to grips with the fundamentals of Unity game development, you’ll create a collection, a twin-stick shooter, and a 2D adventure game. You’ll then explore advanced topics such as machine learning, virtual reality, and augmented reality by building complete projects using the latest game tool kit. As you implement concepts in practice, this book will ensure that you come away with a clear understanding of Unity game development. By the end of the book, you'll have a firm foundation in Unity development using C#, which can be applied to other engines and programming languages. You'll also be able to create several real-world projects to add to your professional game development portfolio.
Table of Contents (16 chapters)

Creating the enemy

With the Object Pool and spawning functionality in place, it's time to create the enemy prefabs that we will spawn into the scene. We'll do this in three steps:

  • Creating the initial Prefab, including the visuals and physics
  • Implementing navigation in our scene by generating a NavMesh
  • Adding attack and chase behavioral states using an FSM

In Chapter 9, Continuing with Intelligent Enemies, we saw how to create enemy AI using an FSM. We'll reuse that functionality here by importing the scripts from the previous project and then extending them by writing our own custom attack and chase state classes.

We'll start by creating the enemy Prefab. By creating the Enemy as a Prefab, we can instantiate as many copies of it as we want during runtime.

Creating the enemy Prefab

The droid will be constructed in the scene, and a Prefab will be created from it. We'll then edit this Prefab using the Prefab Editor to add behavioral...