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)

Starting the project

To get started, perform the following steps:

  1. Create a new Unity 3D project without any packages or specific assets. Details about creating new projects can be found in z, Exploring the Fundamentals of Unity.

    Important note

    The project we create in this chapter will technically be 2D; however, in an attempt to not introduce too many new topics at once, we will start with a 3D project, and configure it to our needs. We'll see that many of the items we relied on to create the collection game can just as easily be used in a 2D game.

  2. Create folders to structure and organize the project assets. This is very important to keep track of your files as you work. Create folders for Textures, Scenes, Materials, Audio, Prefabs, and Scripts:
Figure 3.2 – Creating folders for structure and organization

Figure 3.2 – Creating folders for structure and organization

Next, our game will depend on some graphical and audio assets. These are included in the book companion files in the Chapter03...