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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

Implementing AI with Sensors, Behavior Trees, and ML-Agents

In Chapter 12, we dove into all the required details for approaching adding audio to our games. We did this by introducing an audio manager and individual reusable audio player components so that designers and developers can easily add different types of game audio to create a sound experience that encompasses our players. We enforced good coding practices to ensure we’re writing maintainable code, with an emphasis on reusability and extensibility, to simplify the challenges in our daily game developer lives.

Now that we have addressed the sound design of our game, we can continue to finish out the enemy non-player character (NPC) mechanics for our FPS game’s level by implementing some basic artificial intelligence (AI). We’ll accomplish adding simple AI navigation by reusing and refactoring our previous 2D components and code to 3D. We’ll continue to discuss the elevation and sophistication...

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