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 5: Creating a 2D Adventure Game

In this chapter, we will start an entirely new project: a 2D adventure game where the player controls an alien character and explores and navigates a dangerous world, complete with a quest to collect a gem. Platform games have been hugely popular since their inception in the 1980s with the first platforming game Space Panic. Since then, the genre has grown drastically to include the likes of Super Mario, Mega Man, Crash Bandicoot, and Limbo.

This project will build on the ideas we introduced in previous chapters but will also introduce new techniques, such as complex collisions, 2D physics, singletons, and more. Learning these techniques will empower you to create your own 2D games. In this chapter alone, we will cover the following topics:

  • Configuring the game view by adjusting the camera's vertical size to ensure our sprites are shown at the correct size
  • Creating an environment including a 2D level with a background and...