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 an environment

Our adventure game will feature three separate but connected scenes that the player can explore, moving from one scene to the next. The player may travel between scenes by traversing the edge of a scene. Each scene consists primarily of platforms and ledges and, in some cases, obstacles that must be overcome. In terms of graphical assets, each scene is made up from two textures or sprites: the background and foreground. The preceding screenshot shows the background of the first scene, while the following screenshot shows the foreground, which includes a complete layout of all the platforms and ledges that the player must traverse:

Figure 5.6 – Scene foreground

Important Note

These files are included in this book's companion files, in the Chapter05/Assets folder.

Let's create the first level:

  1. Drag and drop both the background (tex_level01_bck) and foreground (tex_level01_design) sprites from the Project...