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 3: Creating a Space Shooter

This chapter enters new territory as we begin development on our second game, a twin-stick space shooter. The twin-stick genre refers to any game in which the player input for motion spans two dimensions or axes, typically one axis for movement and one for rotation. Example twin-stick games include Zombies Ate My Neighbors and Geometry Wars. Our game will rely heavily on coding in C# to demonstrate just how much can be achieved with Unity procedurally (that is, via script), without using the editor and level-building tools. We'll still use the editor tools to some extent but won't rely on it as heavily as we did in the previous chapters.

Try to see the game created here and its related work in abstract terms, that is, as general tools and concepts with multiple applications. For your own projects, you may not want to make a twin-stick shooter, and that's fine. However, it's essential to see the ideas and tools used here as...