Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Unity 2020 By Example

You're reading from   Unity 2020 By Example A project-based guide to building 2D, 3D, augmented reality, and virtual reality games from scratch

Arrow left icon
Product type Paperback
Published in Sep 2020
Publisher Packt
ISBN-13 9781800203389
Length 676 pages
Edition 3rd Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Robert Wells Robert Wells
Author Profile Icon Robert Wells
Robert Wells
Arrow right icon
View More author details
Toc

Table of Contents (16) Chapters Close

Preface 1. Chapter 1: Exploring the Fundamentals of Unity 2. Chapter 2: Creating a Collection Game FREE CHAPTER 3. Chapter 3: Creating a Space Shooter 4. Chapter 4: Continuing the Space Shooter Game 5. Chapter 5: Creating a 2D Adventure Game 6. Chapter 6: Continuing the 2D Adventure 7. Chapter 7: Completing the 2D Adventure 8. Chapter 8: Creating Artificial Intelligence 9. Chapter 9: Continuing with Intelligent Enemies 10. Chapter 10: Evolving AI Using ML-Agents 11. Chapter 11: Entering Virtual Reality 12. Chapter 12: Completing the VR Game 13. Chapter 13: Creating an Augmented Reality Game Using AR Foundation 14. Chapter 14: Completing the AR Game with the Universal Render Pipeline 15. Other Books You May Enjoy

Summary

Congratulations! By reaching this point, you have completed the AR project and six other projects: first-person 3D games, 2D adventure games, space shooters, AI, machine learning, and virtual reality.

In this project alone, you've learned the foundations of AR development. You now know how to detect planes (and other features) in a real-world environment, extract information from the detected planes, and use it to spawn virtual objects. You've taken advantage of the tools offered by AR Foundation to create an AR game that can be played on Android or iOS. The game is easy to debug, as you can see in real time when Unity has detected a plane, the size of the detected plane, and its location in the world.

You then extended Unity's offerings by writing custom scripts to extract the plane data generated by Unity and make it accessible to any script that subscribes to updates. You designed a placement marker and object spawn script that uses this information...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime