Book Image

Unity 2018 By Example - Second Edition

Book Image

Unity 2018 By Example - Second Edition

Overview of this book

Unity is the most exciting and popular engine used for developing games. With its 2018 release, Unity has become the primary source of both game development and virtual reality content. In Unity 2018 By Example, you’ll learn how to use Unity in order to make amazing games from popular genres - from action shooters to mind-bending puzzle games to adventure and Virtual Reality (VR) games. Even if you have no previous experience of using Unity, this book will help you understand the toolsets it provides in depth. In addition to this, you'll understand how to create time-critical collection games, twin-stick space shooters, platformers, and action-fest games with intelligent enemies. Finally, you'll get to grips with creating VR games with the new toolsets introduced by Unity to help you develop amazing VR experiences. To make things easier, you will be provided with step-by-step tutorials for making five great games in Unity 2018, along with a detailed explanation of all the fundamental concepts. By the end of this book, you’ll have established a strong foundation in making games with Unity 2018.
Table of Contents (16 chapters)
Unity 2018 By Example - Second Edition
Contributors
Preface
Other Books You May Enjoy
Index

Test your knowledge


Q1. You can generate a walkable surface of the level for AI by using...

  • A. A* Pathfinding

  • B. A Collision Box

  • C. Navigation Mesh

  • D. A Path Tree

Q2. The Animator Window of Mechanim is useful for...

  • A. Controlling when and how animations play

  • B. Creating loopable animations

  • C. Editing Characters

  • D. Applying Inverse Kinematics

Q3. To walk on a Navigation Mesh, an object needs...

  • A. A* Pathfinding

  • B. A Collision Box

  • C. A NavMesh Agent Component

  • D. A Collider Component

Q4. You can edit animation interpolation by changing...

  • A. High Poly Meshes

  • B. Keyframe Curves

  • C. Box Colliders

  • D. Mesh Renderer Components

Q5. The blue local axis arrow of an object is known as...

  • A. Forward Vector

  • B. Right Vector

  • C. Up Vector

  • D. Pitch