Book Image

Hands-On Unity 2020 Game Development

By : Nicolas Alejandro Borromeo
Book Image

Hands-On Unity 2020 Game Development

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 (24 chapters)
Chapter 20: Building the Project

Chapter 14: Implementing Movement and Spawning

Now that we have prepared our project to start coding, let's create our first behavior. 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 scripting components to do the previously mentioned movement behavior, and then we will continue with object creation and destruction.