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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

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Product type Paperback
Published in Jan 2024
Publisher Packt
ISBN-13 9781835085714
Length 742 pages
Edition 4th Edition
Languages
Tools
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Authors (2):
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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
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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

In this chapter, we explored the basic concepts that you will use while creating scripts. We discussed the concept of a script’s assets and how the C# ones must inherit from MonoBehaviour to be accepted by Unity to create our own scripts. We also saw how to mix events and instructions to add behavior to an object and how to use fields in instructions to customize what they do. All of this was done using both C# and visual scripting.

We just explored the basics of scripting to ensure that everyone is on the same page. However, from now on, we will assume that you have basic coding experience in some programming language, and you know how to use structures such as if, for, array, and so on. If not, you can still read through this book and try to complement the areas you don’t understand with a C# introduction book, as you need.

In the next chapter, we are going to start seeing how we can use what we have learned to create movement and spawning scripts.

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