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  • Book Overview & Buying Hands-On Unity 2020 Game Development
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Hands-On Unity 2020 Game Development

Hands-On Unity 2020 Game Development

By : Nicolas Alejandro Borromeo
4.7 (22)
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Hands-On Unity 2020 Game Development

Hands-On Unity 2020 Game Development

4.7 (22)
By: Nicolas Alejandro Borromeo

Overview of this book

Over the years, the Unity game engine has extended its scope from just being about creating video games to building AR/VR experiences, complex simulations, real-time realistic rendering, films, and serious games for training and education. Its features for implementing gameplay, graphics, and customization using C# programming make Unity a comprehensive platform for developing professional-level, rich experiences. With this book, you'll be able to build impressive Unity projects in a step-by-step manner and apply your knowledge of Unity concepts to create a real-world game. Complete with hands-on tutorials and projects, this easy-to-follow guide will show you how to develop your first complete game using a variety of Unity tools. As you make progress, you'll learn how to make the most of the Unity Editor and create scripts using the C# programming language. This Unity game development book will then take you through integrating graphics, sound, and animations and manipulating physics to create impressive mechanics for your games. You'll also learn how to code a simple AI agent to challenge the user and use profiling tools to ensure that the code runs in a performant way. Finally, you'll get to grips with Unity's AR Foundation for creating AR experiences for 3D apps and games. By the end of this book, you'll have developed a complete game and will have built a solid foundation using Unity's tooling ecosystem to develop game projects of any scale.
Table of Contents (23 chapters)
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21
Other Books You May Enjoy
22
Index

Summary

In this chapter, we finished an important part of the game, the ending, either by victory or by defeat. We discussed a simple but powerful way to separate the different layers of responsibilities by using Managers created through Singletons, to guarantee that there's not more than one instance of every kind of manager and simplifying the connections between them through static access (something to consider the day you discover code testing). Also, we visited the concept of events to streamline the communication between Objects to prevent problems and create more meaningful communication between Objects.

With this knowledge, you are now able not only to detect the victory and lose conditions of the game but to also do that in a better-structured way. These patterns can be useful to improve our game code in general, and I recommend you to try to apply it in other relevant scenarios.

In the next chapter, we are going to explore how to create visual and audio feedback...

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