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Unity 2020 By Example

You're reading from   Unity 2020 By Example A project-based guide to building 2D, 3D, augmented reality, and virtual reality games from scratch

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Product type Paperback
Published in Sep 2020
Publisher Packt
ISBN-13 9781800203389
Length 676 pages
Edition 3rd Edition
Languages
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Author (1):
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Robert Wells Robert Wells
Author Profile Icon Robert Wells
Robert Wells
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Table of Contents (16) Chapters Close

Preface 1. Chapter 1: Exploring the Fundamentals of Unity 2. Chapter 2: Creating a Collection Game FREE CHAPTER 3. Chapter 3: Creating a Space Shooter 4. Chapter 4: Continuing the Space Shooter Game 5. Chapter 5: Creating a 2D Adventure Game 6. Chapter 6: Continuing the 2D Adventure 7. Chapter 7: Completing the 2D Adventure 8. Chapter 8: Creating Artificial Intelligence 9. Chapter 9: Continuing with Intelligent Enemies 10. Chapter 10: Evolving AI Using ML-Agents 11. Chapter 11: Entering Virtual Reality 12. Chapter 12: Completing the VR Game 13. Chapter 13: Creating an Augmented Reality Game Using AR Foundation 14. Chapter 14: Completing the AR Game with the Universal Render Pipeline 15. Other Books You May Enjoy

Creating the enemy object

The enemies in our game will take the form of roaming spaceships that will be spawned into the scene at regular intervals and will follow the player, drawing nearer and nearer. Essentially, each enemy represents a combination of multiple behaviors working together, and these should be implemented as separate scripts. Let's consider them in turn:

  • Health: Each enemy supports health functionality. They begin the scene with a specified amount of health and will be destroyed when that health falls below 0. We already have a health script created to handle this behavior.
  • Movement: Each enemy will continuously be in motion, traveling in a straight line along a forward trajectory.
  • Turning: Each enemy will rotate and turn toward the player even as the player moves. In combination with the movement functionality, this will ensure that the enemy is always moving toward the player.
  • Scoring: Each enemy rewards the player with a score value when...
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