Book Image

Unity 3.x Game Development Essentials

By : Will Goldstone
Book Image

Unity 3.x Game Development Essentials

By: Will Goldstone

Overview of this book

Game Engines such as Unity are the power-tools behind the games we know and love. Unity is one of the most widely-used and best loved packages for game development and is used by everyone, from hobbyists to large studios, to create games and interactive experiences for the web, desktop, mobile, and console. With Unity’s intuitive, easy to learn toolset and this book – it’s never been easier to become a game developer. Taking a practical approach, this book will introduce you to the concepts of developing 3D games, before getting to grips with development in Unity itself – prototyping a simple scenario, and then creating a larger game. From creating 3D worlds to scripting and creating game mechanics you will learn everything you’ll need to get started with game development. This book is designed to cover a set of easy-to-follow examples, which culminate in the production of a First Person 3D game, complete with an interactive island environment. All of the concepts taught in this book are applicable to other types of game, however, by introducing common concepts of game and 3D production, you'll explore Unity to make a character interact with the game world, and build puzzles for the player to solve, in order to complete the game. At the end of the book, you will have a fully working 3D game and all the skills required to extend the game further, giving your end-user, the player, the best experience possible. Soon you will be creating your own 3D games with ease!
Table of Contents (21 chapters)
Unity 3.x Game Development Essentials
Credits
Foreword
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Ray casting


Whilst we can detect collisions between the player character's collider and a collider that fits the door object, or a trigger collider near to the door—we can also check whether the player is about to intersect a collider by casting a ray forward from where the player is facing. This means that when approaching the door, the player need not walk right up to it—or walk into an extended trigger collider—in order for it to be detected.

However, the drawback of this approach is that it means the player must be facing the door's collider in order for the ray to intersect it (given that the ray is cast in the forward direction of the player), which as you'll likely know is not how an automatic door works—it simply detects motion near to it.

Despite the drawbacks of this and the collision detection approach, as you will discover in your time learning game development in Unity, it is often good to try a number of approaches to a problem in order to decide which is the most efficient...