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 16: Win and Lose Conditions

Now that we have a basic gameplay experience, it's time to make the game end sometime, both in the cases of winning and losing. One common way to implement this is through separated components with the responsibility of overseeing a set of Objects to detect certain situations that need to happen, such as the Player life becoming 0 or all of the waves being cleared. We will implement this through the concept of Managers, components that will manage several Objects, monitoring them.

In this chapter, we will examine the following Manager concepts:

  • Creating Object Managers
  • Creating Game Modes
  • Improving our code with events

With this knowledge, you will be able to not only create the victory and loose condition of the game, but also do that in a properly structured way using design patterns such as Singleton and Event Listeners. These skills are not only useful for creating the code for the winning and losing functions...