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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 FREE CHAPTER 2. Editing Scenes and Game Objects 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

Creating dynamic cameras with Cinemachine

Cameras are a very important subject in video games. They allow the player to see their surroundings to make decisions based on what they see. The game designer usually defines how it behaves to get the exact gameplay experience they want, and that’s no easy task. A lot of behaviors must be layered to get the exact feeling. Also, for cutscenes, it is important to control the path that the camera will be traversing during it and where the camera is looking to focus the action during those constantly moving scenes.

In this chapter, we will use the Cinemachine package to create both the dynamic cameras that will follow the player’s movements, which we will code in Part 3, and also, the cameras to be used during cutscenes.

In this section, we will examine the following Cinemachine concepts:

  • Creating camera behaviors
  • Creating dolly tracks

Let’s start by discussing how to create a Cinemachine...

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