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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
Tools
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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

Summary

This chapter first covered a quick addition to our GDD to add specifics for our new 3D FPS game, including considerations for 3D-level design. We used the updated GDD to block out the interior habitat level environment from a greyboxing kit of modular parts that snap together and draw out a level map, all using Unity ProBuilder.

We continued by learning how to rapidly add an FPS player character to our game by leveraging the Unity Starter Assets first-person character controller. We also rapidly added behavior to our player with code reuse for the health system and healing pickups. Code reuse and refactoring 2D components to the 3D API method counterparts also allowed us to quickly make an animated door that opens when the player triggers.

In the next chapter, we’ll continue with the environment-level design by replacing the modular greybox kit Prefabs with art assets and decorating with more Unity-provided tooling: Polybrush and Decals. We will then finalize the...

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