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

Great work! We're really on a roll now, having completed two Unity projects. Both the coin collection game and twin-stick shooter are, ultimately, simple games in that they don't rely on advanced mechanics or display sophisticated features. However, even complicated games, when boiled down to their fundamental ingredients, can be found to rest on a similar foundation of essential concepts such as the ones that we've covered so far. That's why our projects are so critical to understanding Unity from the ground up. In this project alone, we've learned how to spawn prefabs at runtime, import textures and audio, create a basic UI, implement reusable components, and determined how to cache objects using an object pool. No matter what project you are working on, some or all of these techniques will be useful.

In this chapter, while we created a game with a 2D perspective, we used mostly 3D components. In the next chapter, we'll be going fully 2D and...