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)

Summary

Great work! You've completed the chapter and the VR game, and in doing so have learned how to create a VR project, calibrate lighting to create a specific mood, add post-processing effects to enhance the visuals, spawn objects using an Object Pool, and create dynamic AI using the FSM we wrote in a previous chapter.

Using an Object Pool in your projects will enable you to improve performance and prevent memory fragmentation by instantiating the objects together in memory. In this chapter, we focused on spawning enemies using the pool. But any object can be spawned, including particles, reusable UI objects, and so on.

By extending the FSM we wrote in Chapter 9: Continuing with Intelligent Enemies with the addition of custom Attack and Chase states, you've seen how easy it will be to add dynamic AI to any future project. Separating the logic for the state machine and the states gives us the ability to add custom behavior without modifying the core state machine...