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Hands-On Unity 2020 Game Development

Hands-On Unity 2020 Game Development

By : Nicolas Alejandro Borromeo
4.3 (15)
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Hands-On Unity 2020 Game Development

Hands-On Unity 2020 Game Development

4.3 (15)
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)
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20
Chapter 20: Building the Project

Summary

We have 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, and 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, we will...

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