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)

Entering the world

In previous projects, we've relied on a first-person controller included with the Unity standard assets package. In this section, instead of relying on that package, we'll write our own functionality to accomplish the same task. We'll write a script to control the player's movement through the environment and another to control where the player looks. However, before we write the scripts, we'll create the required player object:

  1. Create an empty GameObject.
  2. Name the new object as Body.
  3. To include the player object in the physics system and prevent them from falling through the floor, add a Rigidbody and Capsule Collider component.
  4. Set the Height of the collider to 2 to better represent the height of the player.
  5. On the Rigidbody component, Freeze Rotation on the X, Y, and Z axes. Freezing the rotation on all axes will prevent the player from falling over as they collide with the environment. We will shortly write scripts...