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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

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Product type Paperback
Published in Sep 2020
Publisher Packt
ISBN-13 9781800203389
Length 676 pages
Edition 3rd Edition
Languages
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Author (1):
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Robert Wells Robert Wells
Author Profile Icon Robert Wells
Robert Wells
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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

Great work! We're really on a roll now, having completed two Unity projects. Both the coin collection game and twin-stick shooter are, ultimately, simple games in that they don't rely on advanced mechanics or display sophisticated features. However, even complicated games, when boiled down to their fundamental ingredients, can be found to rest on a similar foundation of essential concepts such as the ones that we've covered so far. That's why our projects are so critical to understanding Unity from the ground up. In this project alone, we've learned how to spawn prefabs at runtime, import textures and audio, create a basic UI, implement reusable components, and determined how to cache objects using an object pool. No matter what project you are working on, some or all of these techniques will be useful.

In this chapter, while we created a game with a 2D perspective, we used mostly 3D components. In the next chapter, we'll be going fully 2D and...

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