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

Excellent work! On reaching this point, you've completed the coin collection game, as well as your first game in Unity. On achieving this, you've seen a wide range of Unity features. While there's a lot more to learn about scripting in Unity (and we'll cover more throughout this book), the information provided in this chapter provides a solid foundation for any future projects.

Taking advantage of prefabs will save you time, reduce the need to duplicate work, and makes spawning custom objects easy. You can even share prefabs between projects as packages or upload them for sale to the Unity Asset Store to kickstart your career as a Unity developer!

You now have a complete overview of a project's lifecycle from initial project creation to compiling the project to be distributed. This process will be the same for all new projects, whether personal or professional. Of course, there's a lot more to be said and explored for all these areas, but we've pulled them together to make a playable game that can be distributed. In the next chapter, we'll start a new 2D project, and in doing so, examine entirely new features of Unity. We'll look at how to write scripts for character movement and enemy AI, as well as discussing issues specific to 2D games.