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)

Implementing a damage system

In this section, we will create the damage system for our game. Assuming that it will take more than one hit to destroy an enemy, we need to create a way to track health. We then need a way to reduce health – a weapons system. In previous chapters, we've created projectile Prefabs that would damage an enemy on collision. In this chapter, we'll do things slightly differently. By taking advantage of collidable particle effects, we'll create a visually appealing projectile system. Let's start by implementing the health system.

Adding enemy health

The enemy objects and the player must be able to take damage when hit by weapons. Therefore, both the player and the enemies require a way to track their current health. To accomplish this, we'll create one script that we can reuse for both entities:

  1. In the Assets/Scripts folder, create a new Health script:
    public class Health : MonoBehaviour
    {
        public...