Book Image

Hands-On Unity 2020 Game Development

By : Nicolas Alejandro Borromeo
Book Image

Hands-On Unity 2020 Game Development

By: Nicolas Alejandro Borromeo

Overview of this book

Over the years, the Unity game engine has extended its scope from just being about creating video games to building AR/VR experiences, complex simulations, real-time realistic rendering, films, and serious games for training and education. Its features for implementing gameplay, graphics, and customization using C# programming make Unity a comprehensive platform for developing professional-level, rich experiences. With this book, you'll be able to build impressive Unity projects in a step-by-step manner and apply your knowledge of Unity concepts to create a real-world game. Complete with hands-on tutorials and projects, this easy-to-follow guide will show you how to develop your first complete game using a variety of Unity tools. As you make progress, you'll learn how to make the most of the Unity Editor and create scripts using the C# programming language. This Unity game development book will then take you through integrating graphics, sound, and animations and manipulating physics to create impressive mechanics for your games. You'll also learn how to code a simple AI agent to challenge the user and use profiling tools to ensure that the code runs in a performant way. Finally, you'll get to grips with Unity's AR Foundation for creating AR experiences for 3D apps and games. By the end of this book, you'll have developed a complete game and will have built a solid foundation using Unity's tooling ecosystem to develop game projects of any scale.
Table of Contents (24 chapters)
20
Chapter 20: Building the Project

Creating Object Managers

Not every Object in the scene should be something that can be seen, heard, or collided with. Some Objects can also exist with a conceptual meaning, not something tangible. Imagine you need to keep a count of the number of enemies, where do you save that? You also need someplace to save the current score of the Player, and you may be thinking it could be on the Player itself, but what happens if the Player dies and respawns? The data would be lost! In such scenarios, the concept of a Manager can be a useful way of solving this in our first games, so let's explore it.

In this chapter, we are going to see the following Object Manager concepts:

  • Implementing the Singleton design pattern
  • Creating Managers with Singleton

We will start by discussing what the Singleton design pattern is and how it helps us simplify the communication of Objects. With it we will create Managers Objects, which will allow us to centralize information of a group...