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Hands-On Unity 2022 Game Development

You're reading from   Hands-On Unity 2022 Game Development Learn to use the latest Unity 2022 features to create your first video game in the simplest way possible

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Product type Paperback
Published in Oct 2022
Publisher Packt
ISBN-13 9781803236919
Length 712 pages
Edition 3rd Edition
Languages
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Author (1):
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Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Author Profile Icon Nicolas Alejandro Borromeo
Nicolas Alejandro Borromeo
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Toc

Table of Contents (23) Chapters Close

Preface 1. Creating a Unity Project 2. Editing Scenes and Game Objects FREE CHAPTER 3. Grayboxing with Terrain and ProBuilder 4. Importing and Integrating Assets 5. Introduction to C# and Visual Scripting 6. Implementing Movement and Spawning 7. Physics Collisions and Health System 8. Win and Lose Conditions 9. Implementing Game AI for Building Enemies 10. Materials and Effects with URP and Shader Graph 11. Visual Effects with Particle Systems and Visual Effect Graph 12. Lighting Using the Universal Render Pipeline 13. Full-Screen Effects with Post-Processing 14. Sound and Music Integration 15. User Interface Design 16. Creating a UI with the UI Toolkit 17. Creating Animations with Animator, Cinemachine, and Timeline 18. Optimization with Profiler, Frame Debugger, and Memory Profiler 19. Generating and Debugging an Executable 20. Augmented Reality in Unity 21. Other Books You May Enjoy
22. Index

To get the most out of this book

You will be developing a full project through the chapters of this book, and while you can just read the chapters, I highly recommend you practice all the steps in this project as you advance through the book, to get the experience needed to properly learn the concepts demonstrated here. The chapters are designed so you can customize the game and not create the exact game shown in the book. However, consider not deviating too much from the main idea.

The project files are split into a folder per chapter and are designed in a cumulative way, each folder having just the new files introduced by the chapter or the changed ones. This means, for example, that if a file hasn’t change since Chapter 1, you won’t find it in Chapter 2 onward; those chapters will just use the file introduced in Chapter 1. This allows you to see just what we changed in each chapter, easily identifying the needed changes, and if for some reason you can’t finish, for example, Chapter 3, you can just continue with Chapter 4’s steps on top of Chapter 3. Also note that Chapters 15 to 19 will have two versions of the files, the C# ones and the Visual Scripting ones.

Software/hardware covered in the book

OS requirements

Unity 2022.1

Windows, macOS X or Linux (any)

Visual Studio 2022 Community

Windows or macOS X (any)

XCode 13

macOS X

While we will see how to use XCode 13, is not required for most of the chapters. Also, there are alternatives to Visual Studio in Linux, like Visual Studio Code.

If you are using the digital version of this book, we advise you to type the code yourself or access the code via the GitHub repository (link available in the next section). Doing so will help you avoid any potential errors related to the copying and pasting of code.

Download the example code files

The code bundle for the book is hosted on GitHub at https://github.com/PacktPublishing/Hands-On-Unity-2022-Game-Development-Third-Edition. We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!

Download the color images

We also provide a PDF file that has color images of the screenshots/diagrams used in this book. You can download it here: https://static.packt-cdn.com/downloads/9781803236919_ColorImages.pdf .

Conventions used

There are a number of text conventions used throughout this book.

CodeInText: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. For example: “Set its shader to Universal Render Pipeline/Particles/Unlit.”

Bold: Indicates a new term, an important word, or words that you see on the screen. For instance, words in menus or dialog boxes appear in the text like this. For example: “Create a new empty GameObject (GameObject | Create Empty).”

Warnings or important notes appear like this.

Tips and tricks appear like this.

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