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

Chapter 3: Creating a Space Shooter

This chapter enters new territory as we begin development on our second game, a twin-stick space shooter. The twin-stick genre refers to any game in which the player input for motion spans two dimensions or axes, typically one axis for movement and one for rotation. Example twin-stick games include Zombies Ate My Neighbors and Geometry Wars. Our game will rely heavily on coding in C# to demonstrate just how much can be achieved with Unity procedurally (that is, via script), without using the editor and level-building tools. We'll still use the editor tools to some extent but won't rely on it as heavily as we did in the previous chapters.

Try to see the game created here and its related work in abstract terms, that is, as general tools and concepts with multiple applications. For your own projects, you may not want to make a twin-stick shooter, and that's fine. However, it's essential to see the ideas and tools used here as...

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 ₹800/month. Cancel anytime