Book Image

Hands-On Unity Game Development - Fourth Edition

By : Nicolas Alejandro Borromeo, Juan Gabriel Gomila Salas
Book Image

Hands-On Unity Game Development - Fourth Edition

By: Nicolas Alejandro Borromeo, Juan Gabriel Gomila Salas

Overview of this book

Take your game development skills to the next level. Dive into the world of game creation confidently by elevating your game development skills. This book is your definitive and practical guide to unlocking the full potential of Unity 2023. Every chapter is designed to empower you to customize your own game, not just replicate what's in the book. This new edition includes immersive Augmented Reality (AR) experiences and performance optimization with Data-Oriented Technology Stack (DOTS). From Scene Creation to seamless Assert Integration, dive into C# programming and Visual Scripting with step-by-step guidance for beginners. Implement dynamic gameplay elements, including movement, spawning, physics, and health systems. Delve deeper into the magic of Game AI through sensor-driven decision-making with Finite State Machines (FSMs). Elevate your visuals with materials, shaders, textures, and particle systems. Optimize performance with Profiler insights and debug your game for a polished final product. Whether you're a beginner or a seasoned pro, this book will equip you with the skills needed to bring your game ideas to life.
Table of Contents (28 chapters)
Free Chapter
1
Section 1: Getting Started with Unity
6
Section 2: Mastering Programming and Gameplay Mechanics
10
Victory or Defeat: Win and Lose Conditions
12
Section 3: Elevating Visuals, Effects, and Audio
18
Section 4: Designing User Interfaces, Animations and Advanced Concepts
23
From Prototype to Executable: Generating and Debugging Your Game
26
Other Books You May Enjoy
27
Index

Designing User Interfaces, Animations and Advanced Concepts

Complete your project by generating distributable executable files and profiling to assess its performance. Also, learn the basics to start your next project using AR Foundation and DOTS.

This section comprises the following chapters:

  • Chapter 15, Interface Brilliance: Designing User-Friendly UI
  • Chapter 16, Next-Gen UI: Creating Dynamic Interfaces with the UI Toolkit
  • Chapter 17, Animated Realities: Creating Animations with Animator, Cinemachine, and Timeline
  • Chapter 18, Performance Wizardry: Optimizing Your Game with Profiler Tools
  • Chapter 19, From Prototype to Executable: Generating and Debugging Your Game
  • Chapter 20, AR/VR
  • Chapter 21, Massive Worlds: Introduction to DOTS