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 projectile system

Currently, the level contains a player and an enemy ship, which the player must shoot, as shown in Figure 4.1:

Figure 4.1 – The game so far

The player doesn't yet have any method of killing the enemy, so we'll start the chapter by implementing the last significant system missing from the game: the projectile system. Thinking carefully about how we want our weapon systems to behave, we can identify a few concepts that need development:

  • The projectile spawn location: We need a way to spawn projectiles at a position relative to the player or enemy ships.
  • We need the projectile itself. If you've read the previous chapters, you won't be surprised to hear that we'll create this as a prefab.
  • We need a system to spawn the projectiles. This system will be slightly more complex than simply instantiating and destroying the missiles when required, for reasons that will become apparent.
  • ...