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


Every game has physics one way or the other, for movement, collision detection, or both. In this chapter, we learned how to use the Physics system for both, being aware of proper settings to make the system work properly, reacting to collisions to generate gameplay systems, and moving the Player in such a way it collides with obstacles, keeping its physically-inaccurate movement. We used these concepts to create our Player and bullet movement and make our bullets damage the Enemies, but we can reuse the knowledge to create a myriad of other possible gameplay requirements, so I suggest you play a little bit with the physics concepts seen here; you can discover a lot of interesting use cases.

In the next chapter, we will be discussing how to program the visual aspects of the game, such as effects, and make the UI react to input.