Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
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 Game Development without Coding

You're reading from   Hands-On Game Development without Coding Create 2D and 3D games with Visual Scripting in Unity

Arrow left icon
Product type Paperback
Published in Nov 2018
Publisher Packt
ISBN-13 9781789538335
Length 430 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Lucas Bertolini Lucas Bertolini
Author Profile Icon Lucas Bertolini
Lucas Bertolini
Arrow right icon
View More author details
Toc

Table of Contents (16) Chapters Close

Preface 1. Game Design - Introduction FREE CHAPTER 2. User Interface - Layouts and Shortcuts 3. Basic Concepts - Variables and Components 4. Getting Started - Object Placement 5. Object Behaviors - Adding Logic to Objects 6. Player Character - Components and Behaviors 7. Interactable Objects - Enhancing Interaction 8. Playing with Visual and Sound Effects 9. Enemy Logic - Basic AI 10. Enemy Components and Behaviors 11. A Bigger Challenge - The Boss 12. UI Interaction - Menu and Button Feedback 13. Gameplay HUD - Player UI and Dialog Box 14. Project End - Platform Selection and Building 15. Other Books You May Enjoy

Summary

I hope you found this chapter as interesting as I wanted it to be. This was our first contact with Unity, so the chapter focused on an introducing all the tools that the environment has.

There are many features in Unity, but as this is our handshake with this editor, we worked on the main aspects of it.

We learned that Unity works with GameObjects, which are placed in our digital world. These objects have different components and values, which give them certain behaviors.

We can use the windows in our layout to see everything that is happening in our project. The Scene view is where we can edit our GameObjects, which are also shown in the hierarchy. The Game view is the way the player will see the game, the Inspector is used to check the components and values of our objects, and the Project window is where we can add and delete assets.

Finally, we worked on the Splash...

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