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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

Enhancing the FPS Game with Audio

In Chapter 11, we transformed a gray-boxed prototype environment by replacing modular Prefabs with high-quality 3D models, preserved Prefabs with extra behavior in Prefab Mode, and applied new materials. We also added objects to the environment by painting Prefabs, telling surface stories by placing wear-and-tear decals, and implementing lighting and shadow setups for real-time and baked lighting.

To improve the player experience, we have to work on the sound design aspect of our game. Until now, we haven’t given much attention to audio and sound effects (SFX). Let’s change that now by developing an audio manager and reusable audio player components system. This will allow us to easily add audio and SFX to our game, even for designers and artists who may not have much experience with coding.

In this chapter, we’re going to cover the following main topics:

  • Adding audio using the Audio Mixer
  • Building an immersive...
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