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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
Tools
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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

Creating a 2D Adventure Game

In Chapter 3, you were introduced to Cinemachine for creating a quick but powerful camera-follow system. We learned how to implement a game mechanic for collecting items and displaying game progression with Unity UI, and how to approach game balance while considering win-and-lose conditions.

By completing the collection game, the previous chapters provided foundational knowledge that we’ll continue to build upon in this chapter as we start to make a 2D adventure game. We’ll explore importing artwork and creating assets to build out a 2D side-on environment and level design using additional Unity 2D tooling, namely Sprite Shape.

We’ll finish the chapter by adding dynamic moving platforms and triggers that will provide secondary actions to create a more engaging player experience, and some optimization techniques to keep the game performant and polished for increased immersion.

In this chapter, we’re going to cover the...

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