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

To get the most out of this book

You will be developing a full project throughout the chapters of this book, and while you can just read the chapters, I highly recommend that you practice all the steps in this project as you advance through the book, to get the experience needed to properly learn the concepts we look at here. The chapters are designed so that you can customize the game according to your preferences, but do consider not deviating too much from the main idea.

The project files are split into folders per chapter and are designed in a cumulative way, each folder having just the new files introduced by the chapter or the ones that are different from previous chapters. This means, for example, that if one file doesn't change since Chapter 1, you won't find it in the folders for Chapter 2 onwards. You can open the scene file in each chapter folder to see how the game should look like at the end of that chapter. This allows you to see just what gets changed in each chapter and means that you can easily identify necessary changes. If, for some reason, you can't finish Chapter 3, for example, you can just pick things up again with Chapter 4 solved folder.

We advise you to type the code yourself or access the code via the GitHub repository (link available in the next section). Doing the latter will help you avoid any potential errors related to the copying and pasting of code.

Take into account that this book and its examples has been written using Unity 2020.1.0f1, the latest version available at the moment. This is the first Unity 2020 release, and while there might be newer versions, consider that if you use them, there might be slight differences in screenshots or steps depicted in the book, but nothing hard to sort out.