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Hands-On Unity 2020 Game Development

You're reading from   Hands-On Unity 2020 Game Development Build, customize, and optimize professional games using Unity 2020 and C#

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Product type Paperback
Published in Jul 2020
Publisher Packt
ISBN-13 9781838642006
Length 580 pages
Edition 1st Edition
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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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Table of Contents (24) Chapters Close

Preface 1. Chapter 1: Designing a Game from Scratch 2. Chapter 2: Setting Up Unity FREE CHAPTER 3. Chapter 3: Working with Scenes and GameObjects 4. Chapter 4: Grayboxing with Terrain and ProBuilder 5. Chapter 5: Importing and Integrating Assets 6. Chapter 6: Materials and Effects with URP and Shader Graph 7. Chapter 7: Visual Effects with Particle Systems and VFX Graph 8. Chapter 8: Lighting Using the Universal Render Pipeline 9. Chapter 9: Fullscreen Effects with postprocessing 10. Chapter 10: Sound and Music Integration 11. Chapter 11: User Interface Design 12. Chapter 12: Creating Animations with Animator, Cinemachine, and Timeline 13. Chapter 13: Introduction to Unity Scripting with C# 14. Chapter 14: Implementing Movement and Spawning 15. Chapter 15: Physics Collisions and Health System 16. Chapter 16: Win and Lose Conditions 17. Chapter 17: Scripting the UI, Sounds, and Graphics 18. Chapter 18: Implementing Game AI for Building Enemies 19. Chapter 19: Scene Performance Optimization 20. Chapter 20: Building the Project 21. Chapter 21: Finishing Touches 22. Chapter 22: Augmented Reality in Unity 23. Other Books You May Enjoy

Creating dynamic cameras with Cinemachine

Cameras are a very important subject in video games. They allow the player to see their surroundings to make decisions based on what they see. The game designer usually defines how it behaves to get the exact gameplay experience they want, and that's no easy task. A lot of behaviors must be layered to get the exact feeling. Also, during cutscenes, it is important to control the path that the camera will be traversing and where the camera is looking to focus the action during those constantly moving scenes.

In this chapter, we will use the Cinemachine package to create both of the dynamic cameras that will follow the player's movements, which we will code in Part 3, and also, the cameras to be used during cutscenes.

In this section, we will examine the following Cinemachine concepts:

  • Creating camera behaviors
  • Creating dolly tracks

Let's start by discussing how to create a Cinemachine controlled camera...

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