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

Manipulating scenes

A scene is one of the several kinds of files (also known as Assets) in our project. A scene can mean different things according to the type of project or the way a company is used to working, but the most common use case is to separate your game into whole sections, the most common ones being the following:

  • Main Menu
  • Level 1, Level 2, Level 3, …, Level N
  • Victory Screen, Lose Screen
  • Splash Screen, Loading Screen

In this section, we will cover the following concepts related to scenes:

  • The purpose of a scene
  • The Scene View
  • Our first GameObject
  • Navigating the Scene View
  • Manipulating GameObjects

The purpose of a scene

The idea of separating your game into scenes is that you will process and load just the data needed for the scene; so, if you are in the Main Menu you will have only the textures, music, and objects that that particular scene needs—there's no need to have the Level 10 Boss loaded...