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

Summary

In this chapter, we created our first real scripts, which provide useful behavior. We discussed how to instantiate Prefabs via scripting, to create Objects at will according to the game situation. Also, we saw how to schedule actions, in this case, spawning, but this can be used to schedule anything. Finally, we saw how to destroy created Objects, to prevent increasing the number of Objects to an unmanageable level. We will be using these actions to create other kinds of Objects, such as sounds and effects, later in this book.

Now you are able to create any type of movement or spawning logic your Objects will need and make sure those Objects are destroyed when needed. You might think that all games move and create shooting systems the same way, but while they are similar, being able to create your own movement and shooting scripts allows you to customize those aspects of the game to behave as intended and create the exact experience you are looking for.

In the next chapter...