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  • Book Overview & Buying Unity 2020 By Example
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Unity 2020 By Example

Unity 2020 By Example - Third Edition

By : Robert Wells
3.9 (11)
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Unity 2020 By Example

Unity 2020 By Example

3.9 (11)
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)
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Chapter 6: Continuing the 2D Adventure

In the previous chapter, we started work on a 2D adventure game. On reaching this point, we've now created a controllable character that can navigate a level using 2D physics.

Sprite shaping allows you to create freeform 2D environments in the Editor. Dynamic and exciting environments that would otherwise require custom sprite work can instead be generated from within the Editor by tiling sprites along spline paths. We'll go step by step through how to install the Sprite Shape Unity package, create custom shape profiles, and create several platforms to form a level for our 2D adventure game.

Up to this point, our levels have been relatively static. The only moving element (apart from particles) is that of the player. In this chapter, we'll fix that by adding moving platforms that the player can jump on. By implementing platforms in this game, you'll be able to do the same in any future game you develop, whether...

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Unity 2020 By Example
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