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)

Summary

Congratulations! By reaching this point, you have completed the AR project and six other projects: first-person 3D games, 2D adventure games, space shooters, AI, machine learning, and virtual reality.

In this project alone, you've learned the foundations of AR development. You now know how to detect planes (and other features) in a real-world environment, extract information from the detected planes, and use it to spawn virtual objects. You've taken advantage of the tools offered by AR Foundation to create an AR game that can be played on Android or iOS. The game is easy to debug, as you can see in real time when Unity has detected a plane, the size of the detected plane, and its location in the world.

You then extended Unity's offerings by writing custom scripts to extract the plane data generated by Unity and make it accessible to any script that subscribes to updates. You designed a placement marker and object spawn script that uses this information...