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 12: Completing the VR Game

This chapter continues from the previous one and completes the VR first-person shooter project by focusing on the underpinning code and functionality for creating gameplay, both in VR and using a keyboard and mouse.

Creating and destroying objects is an expensive process. An Object Pool helps to improve performance by retrieving objects from a fixed pool that was previously instantiated at a suitable time (that is, during the initial run or a loading screen). It also aids memory fragmentation by instantiating the objects together in memory in one go. Memory fragmentation occurs when the heap is broken into unnecessarily small chunks, preventing you from instantiating any new objects even if there is enough free space (just not contiguously). With this in mind, it is a good idea to become familiar with the concept, so in this chapter, we'll create an Object Pool that will store our enemy objects.

As discussed in Chapter 9, Continuing with...