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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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Toc

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

Creating a 3D First Person Shooter (FPS)

In Chapter 9, we created a global event system, a quest system, and components that were all loosely coupled and worked together to provide versatile quests for the player to complete. With the systems in place, we made quick work of being able to implement collecting items to notify, update, and satisfy a specific quest requirement. The components created are extensible and reusable for creating any number of quests.

We then imported and fixed the rendering for the Universal Render Pipeline (URP), and refactored the code of a third-party sliding puzzle asset as an example of how to leverage the Unity Asset Store for our games. We finished by setting up the puzzle in the scene with new artwork and triggering an event when the puzzle was solved that ended the level with a fade-to-black sequence.

This chapter will pick up right where the previous 2D adventure game left off by introducing a 3D FPS game for the habitat interior we just entered...

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