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)

Starting a level

This section covers many fundamental topics that will be useful not only for the remainder of this book, but for your career as a Unity developer:

  • In Creating a Scene, you'll be introduced to the space that will contain our level. I'll show you how to create a new scene and explain what is included in a scene by default.
  • Once we've created a new scene, we can start customizing the space by adding and positioning objects. In Adding a Floor Mesh, we add a floor object to the scene, which our character (which we'll add later) will be able to traverse.
  • With the first objects added, we'll take a moment to look at how we can customize their size and position in Transforming Objects.
  • Before we add additional objects to the scene, it is essential to be able to navigate around the scene view so you can place objects exactly where you want them. This is covered in Navigating the Scene.
  • Once we can navigate the scene, we will continue...