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)

Creating the player object

We've now imported most assets for the twin-stick shooter, and we're ready to create a player spaceship object. This will be the object that the player will control and move around. Creating this might seem a straightforward matter of simply dragging and dropping the relevant player sprite from the Project panel to the scene, but things are not so simple. The player object is a complex object with many different behaviors, as we'll see shortly. For this reason, more care needs to be taken when creating the player. Let's start with the GameObject, which will contain our custom components.

Creating the GameObject

The GameObject will hold all of the data and components required for our player, including position and collision data, as well as custom functionality we add through writing scripts. To create the player object, perform the following steps:

  1. Create an empty GameObject in the scene by navigating to GameObject | Create...