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

Creating Game Modes

We have created Objects to simulate lots of gameplay aspects of our game, but the game needs to end sometime, whether we win or lose. As always, the question is where to put this logic and that leads us to further questions. The main questions would be, will we always win or lose the game the same way? Will we have a special level with different criteria than to kill all of the waves, such as a timed survival? Only you know the answer to those questions, but if right now the answer is no, it doesn't mean that it won't change later, so it is advisable to prepare our code to adapt seamlessly to changes.

Important note

To be honest, preparing our code to adapt seamlessly to changes is almost impossible; there's no way to have perfect code that will consider every possible case, and we will always need to rewrite some code sooner or later. We will try to make the code as adaptable as possible to changes; always doing that doesn't consume lots...