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Unity 2022 by Example

You're reading from   Unity 2022 by Example A project-based guide to building 2D and 3D games, enhanced for AR, VR, and MR experiences

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Product type Paperback
Published in Jun 2024
Publisher Packt
ISBN-13 9781803234595
Length 596 pages
Edition 1st Edition
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Author (1):
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Scott H. Cameron Scott H. Cameron
Author Profile Icon Scott H. Cameron
Scott H. Cameron
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Table of Contents (23) Chapters Close

Preface 1. Part 1: Introduction to Unity
2. Chapter 1: Foundational Knowledge of Unity 2022 FREE CHAPTER 3. Part 2: 2D Game Design
4. Chapter 2: Creating a 2D Collection Game 5. Chapter 3: Completing the Collection Game 6. Part 3: 2D Game Design Continued
7. Chapter 4: Creating a 2D Adventure Game 8. Chapter 5: Continuing the Adventure Game 9. Chapter 6: Introduction to Object Pooling in Unity 2022 10. Chapter 7: Polishing the Player’s Actions and Enemy Behavior 11. Chapter 8: Extending the Adventure Game 12. Chapter 9: Completing the Adventure Game 13. Part 4: 3D Game Design
14. Chapter 10: Creating a 3D First Person Shooter (FPS) 15. Chapter 11: Continuing the FPS Game 16. Chapter 12: Enhancing the FPS Game with Audio 17. Part 5: Enhancing and Finishing Games
18. Chapter 13: Implementing AI with Sensors, Behavior Trees, and ML-Agents 19. Chapter 14: Entering Mixed Reality with the XR Interaction Toolkit 20. Chapter 15: Finishing Games with Commercial Viability 21. Index 22. Other Books You May Enjoy

Summary

In this chapter, we covered the process of transforming a grayboxed prototype environment by importing and replacing modular Prefabs with high-quality 3D model assets using Unity’s new 2022 Prefab workflow, preserved Prefabs with additional behavior using Prefab Mode, and applied new materials to finish up the level’s structural visuals.

We continued to decorate the environment by painting scattered Prefabs with Polybrush, strategically placing wear-and-tear Decal projectors for an additional layer of uniqueness and detail, and finalizing our artistic vision with technical implementations of both real-time and baked lighting setups, where we addressed additional considerations for lighting and shadows for dynamics objects while using baked lightmaps.

In the next chapter, we’re going to continue enhancing the player experience by adding some much-needed sound design (so far, audio is something we haven’t spent any time on). We’ll code...

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