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)

Chapter 4: Continuing the Space Shooter Game

This chapter continues on from the previous one by completing the twin-stick space shooter game. At this point, we already have a working game. The gamer can control a spaceship using two axes: movement and rotation. The WASD keys on the keyboard control movement and the spaceship rotates to face the mouse cursor. In addition to player controls, the level features enemy characters that spawn at regular intervals and move toward the player. Finally, both the player and enemies support a Health component, which means both objects are susceptible to damage. Right now, however,the game lacks two essential features: the player cannot fight back against the enemies and there is no system to keep track of and display the score. This chapter tackles these issues and more.

Once you've completed this chapter, you should have a solid understanding of the following topics:

  • Creating a projectile
  • Spawning the projectile at runtime...