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Hands-On Unity 2022 Game Development

You're reading from   Hands-On Unity 2022 Game Development Learn to use the latest Unity 2022 features to create your first video game in the simplest way possible

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Product type Paperback
Published in Oct 2022
Publisher Packt
ISBN-13 9781803236919
Length 712 pages
Edition 3rd Edition
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Author (1):
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Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Author Profile Icon Nicolas Alejandro Borromeo
Nicolas Alejandro Borromeo
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Table of Contents (23) Chapters Close

Preface 1. Creating a Unity Project 2. Editing Scenes and Game Objects FREE CHAPTER 3. Grayboxing with Terrain and ProBuilder 4. Importing and Integrating Assets 5. Introduction to C# and Visual Scripting 6. Implementing Movement and Spawning 7. Physics Collisions and Health System 8. Win and Lose Conditions 9. Implementing Game AI for Building Enemies 10. Materials and Effects with URP and Shader Graph 11. Visual Effects with Particle Systems and Visual Effect Graph 12. Lighting Using the Universal Render Pipeline 13. Full-Screen Effects with Post-Processing 14. Sound and Music Integration 15. User Interface Design 16. Creating a UI with the UI Toolkit 17. Creating Animations with Animator, Cinemachine, and Timeline 18. Optimization with Profiler, Frame Debugger, and Memory Profiler 19. Generating and Debugging an Executable 20. Augmented Reality in Unity 21. Other Books You May Enjoy
22. Index

Summary

Every game has physics in some way or another, for movement, collision detection, or both. In this chapter, we learned how to use the physics system for both, being aware of proper settings to make the system work properly, reacting to collisions to generate gameplay systems, and moving the player in such a way that it collides with obstacles, keeping its physically inaccurate movement. We used these concepts to create our player and bullet movement and make our bullets damage the enemies, but we can reuse the knowledge to create a myriad of other possible gameplay requirements, so I suggest you play a little bit with the physics concepts seen here; you can discover a lot of interesting use cases.

In the next chapter, we will be discussing how to program the visual aspects of the game, such as effects, and make the UI react to the input.

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