Summary
Together, we went over several key areas to begin your journey in game development. In this chapter, we laid the foundation for what is to come by going over some fundamental features of three primary topics. For the third dimension, we went over the coordinate system, vectors, cameras, 3D meshes, and the basics of Rigidbody physics and collision detection. This was enough of the basics to allow us to get into Unity concepts, such as assets and GameObjects, followed by scripting in C# and prefab basics. To end this chapter, we went through a virtual tour of the Unity interface—scenes, the hierarchy, inspectors, and the package manager.
In the next chapter, we will be going over design and prototyping fundamentals. This will allow you to follow along while we describe our thought processes for the project being created throughout this book. It will also lay the foundational knowledge for you to follow when you make your own projects, following your completion of...