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
Hands-On Unity  Game Development

You're reading from   Hands-On Unity Game Development Unlock the power of Unity 2023 and build your dream game

Arrow left icon
Product type Paperback
Published in Jan 2024
Publisher Packt
ISBN-13 9781835085714
Length 742 pages
Edition 4th Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Author Profile Icon Nicolas Alejandro Borromeo
Nicolas Alejandro Borromeo
Juan Gabriel Gomila Salas Juan Gabriel Gomila Salas
Author Profile Icon Juan Gabriel Gomila Salas
Juan Gabriel Gomila Salas
Arrow right icon
View More author details
Toc

Table of Contents (28) Chapters Close

Preface 1. Section 1: Getting Started with Unity FREE CHAPTER
2. Embark on Your Unity Journey 3. Crafting Scenes and Game Elements 4. From Blueprint to Reality: Building with Terrain and ProBuilder 5. Seamless Integration: Importing and Integrating Assets 6. Section 2: Mastering Programming and Gameplay Mechanics
7. Unleashing the Power of C# and Visual Scripting 8. Dynamic Motion: Implementing Movement and Spawning 9. Collisions and Health: Detecting Collisions Accurately 10. Victory or Defeat: Win and Lose Conditions 11. Starting Your AI Journey: Building Intelligent Enemies for Your Game 12. Section 3: Elevating Visuals, Effects, and Audio
13. Material Alchemy: Using URP and Shader Graph for Stunning Visuals 14. Captivating Visual Effects: Harnessing Particle Systems and Visual Effect Graph 15. Enlightening Worlds: Illuminating Scenes with the Universal Render Pipeline 16. Immersive Realism: Achieving Fullscreen Effects with Post-Processing 17. Harmonious Soundscapes: Integrating Audio and Music 18. Section 4: Designing User Interfaces, Animations and Advanced Concepts
19. Interface Brilliance: Designing User-Friendly UI 20. Next-Gen UI: Creating Dynamic Interfaces with UI Toolkit 21. Animated Realities: Creating Animations with Animator, Cinemachine, and Timeline 22. Performance Wizardry: Optimizing Your Game with Profiler Tools 23. From Prototype to Executable: Generating and Debugging Your Game 24. AR/VR 25. Massive Worlds: Introduction to DOTS 26. Other Books You May Enjoy
27. Index

Summary

We created our first real scripts in this chapter, which provide useful behavior. We discussed how to move a GameObject based on input and instantiate Prefabs via scripting, creating objects at will according to the game situation. Also, we saw how to schedule actions—in this case, spawning—but this can be used to schedule anything. We saw how to destroy created objects to avoid increasing the number of objects to an unmanageable level. Finally, we explored the new Input System to provide maximum flexibility to customize our game’s input. We will use these actions to create other kinds of objects, such as sounds and effects, later in this book.

Now, you are able to create any type of movement or spawning logic that your objects will need, and you can make sure those objects are destroyed when needed. You might think that all games move and create shooting systems in the same way, and while they are similar, being able to create your own movement and...

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