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Unity 2020 By Example

You're reading from   Unity 2020 By Example A project-based guide to building 2D, 3D, augmented reality, and virtual reality games from scratch

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Product type Paperback
Published in Sep 2020
Publisher Packt
ISBN-13 9781800203389
Length 676 pages
Edition 3rd Edition
Languages
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Author (1):
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Robert Wells Robert Wells
Author Profile Icon Robert Wells
Robert Wells
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Table of Contents (16) Chapters Close

Preface 1. Chapter 1: Exploring the Fundamentals of Unity 2. Chapter 2: Creating a Collection Game FREE CHAPTER 3. Chapter 3: Creating a Space Shooter 4. Chapter 4: Continuing the Space Shooter Game 5. Chapter 5: Creating a 2D Adventure Game 6. Chapter 6: Continuing the 2D Adventure 7. Chapter 7: Completing the 2D Adventure 8. Chapter 8: Creating Artificial Intelligence 9. Chapter 9: Continuing with Intelligent Enemies 10. Chapter 10: Evolving AI Using ML-Agents 11. Chapter 11: Entering Virtual Reality 12. Chapter 12: Completing the VR Game 13. Chapter 13: Creating an Augmented Reality Game Using AR Foundation 14. Chapter 14: Completing the AR Game with the Universal Render Pipeline 15. Other Books You May Enjoy

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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