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  • Book Overview & Buying Unity 2022 by Example
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Unity 2022 by Example

Unity 2022 by Example

By : Scott H. Cameron
4.9 (8)
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Unity 2022 by Example

Unity 2022 by Example

4.9 (8)
By: Scott H. Cameron

Overview of this book

Unity 2022 by Example is a complete introduction to building games in Unity following a project-based approach. You’ll be introduced to the Unity game engine and the tools available for building and customizing a game exactly the way you want it, while maintaining a good code foundation to build upon. Once you get to grips with the fundamentals of Unity game development, you'll start creating a 2D collection game and an adventure game, followed by a 3D first person shooter game. Next, you’ll explore advanced topics, such as using machine learning to create AI-based enemy behavior, virtual reality for extending the first-person game, and augmented reality for developing a farming simulation game in a real-world setting. The book will help you gain hands-on knowledge of these topics as you build projects using the latest game tool kits. You'll also learn how to commercialize your game by publishing it to a distribution platform and maintain and support it throughout its lifespan. As you progress, you’ll gain real-world knowledge and experience by taking your games from conceptual design to completion. By the end of this Unity book, you’ll have strong foundational knowledge of how to structure a Unity project that is both maintainable and extensible for commercially released games.
Table of Contents (23 chapters)
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1
Part 1: Introduction to Unity
3
Part 2: 2D Game Design
6
Part 3: 2D Game Design Continued
13
Part 4: 3D Game Design
17
Part 5: Enhancing and Finishing Games

Creating a 3D First Person Shooter (FPS)

In Chapter 9, we created a global event system, a quest system, and components that were all loosely coupled and worked together to provide versatile quests for the player to complete. With the systems in place, we made quick work of being able to implement collecting items to notify, update, and satisfy a specific quest requirement. The components created are extensible and reusable for creating any number of quests.

We then imported and fixed the rendering for the Universal Render Pipeline (URP), and refactored the code of a third-party sliding puzzle asset as an example of how to leverage the Unity Asset Store for our games. We finished by setting up the puzzle in the scene with new artwork and triggering an event when the puzzle was solved that ended the level with a fade-to-black sequence.

This chapter will pick up right where the previous 2D adventure game left off by introducing a 3D FPS game for the habitat interior we just entered...

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83
Tech Concepts
36
Programming languages
73
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Unity 2022 by Example
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