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

Improving our code with events

So far, we used Unity event functions to detect situations that can happen in the game such as Awake and Update. These functions are ways for Unity to communicate two components, as in the case of OnTriggerEnter, which is a way for the Rigidbody to inform other components in the GameObject that a collision has happened. In our case, we are using ifs inside Updates to detect changes on other components, such as GameMode checking whether the number of enemies reached 0. But we can improve this if we are informed by the Enemy Manager when something has changed, and just do the check-in that moment, such as with the Rigidbody telling us the collisions instead of checking collisions every frame.

Also, sometimes, we rely on Unity events to execute logic, such as the score being given in the OnDestroy event, which informs us when the Object is destroyed, but due to the nature of the event, it can be called in situations we don't want to add to the score...