Book Image

Hands-On Unity 2021 Game Development - Second Edition

By : Nicolas Alejandro Borromeo
Book Image

Hands-On Unity 2021 Game Development - Second Edition

By: Nicolas Alejandro Borromeo

Overview of this book

Learning how to use Unity is the quickest way to creating a full game, but that’s not all you can do with this simple, yet comprehensive suite of video game development tools – Unity is just as useful for creating AR/VR experiences, complex simulations, real-time realistic rendering, films, and practical games for training and education. Hands-On Unity 2021 Game Development outlines a practical journey to creating your first full game from the ground up, building it step-by-step and applying your knowledge as you progress. Complete with hands-on tutorials and projects, this easy-to-follow guide will teach you how to develop the game using several Unity tools. As you advance, you will learn how to use the Unity engine, create simple scripts using C#, integrate graphics, sound, and animations, and manipulate physics to create interesting mechanics for your game. You’ll be able to apply all the knowledge that you gain to a real-world game. Later chapters will show you how to code a simple AI agent to challenge the user and use profiling tools to ensure that the code runs efficiently. Finally, you'll work with Unity's AR tools to create AR experiences for 3D apps and games. By the end of this Unity book, you will have created a complete game and built a solid foundation in using a wide variety of Unity tools.
Table of Contents (29 chapters)
1
Section 1 – Our First Level
7
Section 2 – Improving Graphics and Sound
16
Section 3 – Scripting Level Interactivity with C#
24
Section 4 – Releasing Your Game

Chapter 15: Implementing Movement and Spawning

In the previous chapter, we learned the basics of scripting, so now let's create our first behaviors for our game. We will see the basics of how to move objects through scripting using the Transform component, which will be applied for the movement of our Player with the keys, the constant movement of bullets, and other objects' movement. Also, we will see how to create and destroy objects during the game, such as bullets our Player and Enemy shoot and the Enemy Wave Spawners. These actions can be used in several other scenarios, so we will explore a few to reinforce the idea.

In this chapter, we will examine the following scripting concepts:

  • Implementing movement
  • Implementing spawning

We will start by scripting components to move our character through the keyboard, and then we will make our player shoot bullets. Something to consider is that we are going to first see the C# version and then show the Visual...