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)

What this book covers

Chapter 1, Exploring the Fundamentals of Unity, begins our journey into Unity by creating a first-person collection game. This is a great starting point if you are totally new to Unity and are ready to create your first game.

Chapter 2, Creating a Collection Game, continues from the previous chapter and completes the first project. It assumes that you have completed the first chapter and brings closure to our project, leading neatly to the next chapter.

Chapter 3, Creating a Space Shooter, marks the beginning of our second project, focusing on the creation of a space shooter game. Here, we will create a project in which the player must shoot the oncoming enemies.

Chapter 4, Continuing the Space Shooter, completes the space shooter project by adding final touches to it, including projectile spawning and object pooling.

Chapter 5, Creating a 2D Adventure Game, enters the world of 2D and UI functionality. Here, we'll explore Unity's wide range of 2D features by making a side-view platformer game that relies on 2D physics.

Chapter 6, Continuing the 2D Adventure, continues the 2D adventure game project that was started in the previous chapter, linking together with the overarching game logic and adding additional levels using Sprite Shaping.

Chapter 7, Completing the 2D Adventure, completes the project started in Chapter 5, Creating a 2D Adventure Game, with the addition of a quest system and an NPC. This is a great place to see how multiple parts and facets of a game come together to form a whole.

Chapter 8, Creating Artificial Intelligence, focuses on artificial intelligence and creating enemies that can patrol, chase, and attack the player's character at relevant times, while cleverly navigating their way around the level.

Chapter 9, Continuing with Intelligent Enemies, brings closure to the AI project started in the previous chapter. Here, we'll see how to use finite-state machines to achieve powerful intelligence functionality that'll help us in a variety of scenarios.

Chapter 10, Evolving AI Using ML-Agents, approaches AI from a different angle. Whereas previous chapters have relied on hardcoding NPC behavior, in this chapter, we will evolve the required behavior using ML-Agents.

Chapter 11, Entering Virtual Reality, explores how to create a first-person shooter in VR where the player must tackle waves of oncoming enemies. In this chapter, we will lay the foundations for creating a VR game.

Chapter 12, Completing the VR Game, completes the VR project by adding gameplay elements and core functionality, and by creating a build.

Chapter 13, Creating an Augmented Reality Game Using AR Foundation, continues the exploration of Extended Reality, but this time by creating an Augmented Reality game. In this chapter, you'll also be introduced to the Universal Render Pipeline.

Chapter 14, Completing the AR game with the Universal Render Pipeline, completes the project started in the previous chapter. You'll learn how to detect surfaces in the real world and use that data to spawn AR objects.