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Unity 2022 by Example

You're reading from   Unity 2022 by Example A project-based guide to building 2D and 3D games, enhanced for AR, VR, and MR experiences

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Product type Paperback
Published in Jun 2024
Publisher Packt
ISBN-13 9781803234595
Length 596 pages
Edition 1st Edition
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Author (1):
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Scott H. Cameron Scott H. Cameron
Author Profile Icon Scott H. Cameron
Scott H. Cameron
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Table of Contents (23) Chapters Close

Preface 1. Part 1: Introduction to Unity
2. Chapter 1: Foundational Knowledge of Unity 2022 FREE CHAPTER 3. Part 2: 2D Game Design
4. Chapter 2: Creating a 2D Collection Game 5. Chapter 3: Completing the Collection Game 6. Part 3: 2D Game Design Continued
7. Chapter 4: Creating a 2D Adventure Game 8. Chapter 5: Continuing the Adventure Game 9. Chapter 6: Introduction to Object Pooling in Unity 2022 10. Chapter 7: Polishing the Player’s Actions and Enemy Behavior 11. Chapter 8: Extending the Adventure Game 12. Chapter 9: Completing the Adventure Game 13. Part 4: 3D Game Design
14. Chapter 10: Creating a 3D First Person Shooter (FPS) 15. Chapter 11: Continuing the FPS Game 16. Chapter 12: Enhancing the FPS Game with Audio 17. Part 5: Enhancing and Finishing Games
18. Chapter 13: Implementing AI with Sensors, Behavior Trees, and ML-Agents 19. Chapter 14: Entering Mixed Reality with the XR Interaction Toolkit 20. Chapter 15: Finishing Games with Commercial Viability 21. Index 22. Other Books You May Enjoy

Continuing the FPS Game

In Chapter 10, we made some updates to our GDD for our new 3D FPS game. We added specific details about the level design, which helped us to create the habitat’s interior-level environment using a grayboxing kit of modular parts that snap together. We also used Unity ProBuilder to draw out a level map.

We finished by learning how to quickly add an FPS player character to our game by utilizing the Unity Starter Assets First Person Character Controller. We added the health system and healing pickups to engage the player’s abilities by reusing previous systems and code. We also refactored to 3D API method counterparts to make an animated door that opens when the player triggers it.

In this chapter, we will update and finalize the 3D environment with polished assets, scatter objects to increase realism, and incorporate wear-and-tear effects. Additionally, we will improve the lighting to create an immersive experience for the player and ensure...

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