Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Jun 2024
Publisher Packt
ISBN-13 9781803234595
Length 596 pages
Edition 1st Edition
Tools
Arrow right icon
Author (1):
Arrow left icon
Scott H. Cameron Scott H. Cameron
Author Profile Icon Scott H. Cameron
Scott H. Cameron
Arrow right icon
View More author details
Toc

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

Designing for 3D while continuing the GDD

Level design for a 2D game is more straightforward because players navigate in only two dimensions. In contrast, 3D games involve that extra dimension – depth – in gameplay, contributing to more complex level design. In 2D, the screen space is represented by the X and Y coordinates. In 3D, the floor plane is represented by X and Z (depth), with Y still being used for the vertical axis – Unity’s 3D coordinate system is defined as a Y-up environment.

Figure 10.1 – 2D versus 3D coordinates

Figure 10.1 – 2D versus 3D coordinates

As we already know from our previous 2D work, the Z axis still exists but is represented straight on with the camera – either in the front or in the back – and only applies in some cases when layering objects in the scene.

Moving on, we’ll attempt to simplify the 3D design process using a modular approach, but it all starts with the game design again. Let’s review...

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 $19.99/month. Cancel anytime
Banner background image