Book Image

Unity 2020 By Example - Third Edition

By : Robert Wells
Book Image

Unity 2020 By Example - Third Edition

By: Robert Wells

Overview of this book

The Unity game engine, used by millions of developers around the world, is popular thanks to its features that enable you to create games and 3D apps for desktop and mobile platforms in no time. With Unity 2020, this state-of-the-art game engine introduces enhancements in Unity tooling, editor, and workflow, among many other additions. The third edition of this Unity book is updated to the new features in Unity 2020 and modern game development practices. Once you’ve quickly got to grips with the fundamentals of Unity game development, you’ll create a collection, a twin-stick shooter, and a 2D adventure game. You’ll then explore advanced topics such as machine learning, virtual reality, and augmented reality by building complete projects using the latest game tool kit. As you implement concepts in practice, this book will ensure that you come away with a clear understanding of Unity game development. By the end of the book, you'll have a firm foundation in Unity development using C#, which can be applied to other engines and programming languages. You'll also be able to create several real-world projects to add to your professional game development portfolio.
Table of Contents (16 chapters)

Chapter 2: Creating a Collection Game

In this chapter, we will complete the collection game that we started in the previous chapter. As a reminder, in this game, the player wanders an environment in first-person, searching for and collecting coins before a global timer expires. So far, the project features a complete environment, a first-person controller, and a simple coin object. The coin has been shaped, and a Material has been applied, so it looks the part, but cannot yet be collected (something we will rectify shortly).

This chapter completes the project by making the coin object collectable and adding a timer system to determine whether the total game time has expired. In essence, this chapter is about defining a system of logic and rules governing the game, including the win and lose conditions. To achieve this, we'll need to code in C#.

In this chapter, we'll customize the Material (specifying how an object should be rendered) for the coin object to make it look more realistic. Once our coins look the part, we'll write scripts in C# for coin collection, counting, and spawning. As part of this process, we'll create custom Tags (which we'll use to identify the coin objects in the scene), and convert the coins to prefabs (which will enable us to spawn them during gameplay). We'll also write a timer to add a sense of urgency to the game.

Overall, this chapter will demonstrate the following topics:

  • Creating Materials
  • Coding with C#
  • Working with prefabs
  • Unity Tags
  • Using particle systems
  • Building and compiling games to be run as standalone