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)

Spawning objects

This chapter is a continuation of the previous project, so before we add new elements to the game, let's remind ourselves of the progress so far:

Figure 12.1 – The starting project

As you can see from Figure 12.1, we have an atmospheric interior hallway scene with Spot Lights and panels that glow. If we play the game, we'll notice that we can look around using our Oculus Rift VR headset.

In our game, we want enemy droids to spawn at regular intervals at spawn points of our choosing. Once spawned, each enemy will wander the level searching for the player, and then attack. This functionality immediately depends on a spawning system, as enemies need to be generated in the scene at a specific location and at a particular interval. The spawning behavior could be achieved using the paired Instantiate and Destroy functions for creating and removing objects. These functions are slow, however, and should be avoided as much as possible...