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)

Test your knowledge

Q1. NPC stands for…

A. Not Player Character

B. Non-Player Character

C. No Person Controlling

D. New Playable Character

Q2. A Canvas Group lets you…

A. Play UI Animations

B. Change the Alpha of multiple UI objects

C. Deletes many objects together

D. Adjust objects for different resolutions

Q3. You can preview a particle system by...

A. Selecting the particle system and viewing the Game panel

B. Going to the editor panel, no need to select the particle system

C. Selecting the particle system and viewing the Editor panel

D. Pressing play and view the editor panel

Q4. To keep an object alive when transitioning scenes, you call…

A. DestroyOnLoad(false);

B. gameObject.keepAlive = true;

C. DontDestroyOnLoad();

D. Invoke(DestroyGameObject, 1000);