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Unity 2022 by Example

You're reading from  Unity 2022 by Example

Product type Book
Published in Jun 2024
Publisher Packt
ISBN-13 9781803234595
Pages 596 pages
Edition 1st Edition
Languages
Author (1):
Scott H. Cameron Scott H. Cameron
Profile icon Scott H. Cameron
Toc

Table of Contents (23) Chapters close

Preface 1. Part 1: Introduction to Unity
2. Chapter 1: Foundational Knowledge of Unity 2022 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

Designing for 3D while continuing the GDD

Level design for a 2D game is more straightforward because players navigate in only two dimensions. In contrast, 3D games involve that extra dimension – depth – in gameplay, contributing to more complex level design. In 2D, the screen space is represented by the X and Y coordinates. In 3D, the floor plane is represented by X and Z (depth), with Y still being used for the vertical axis – Unity’s 3D coordinate system is defined as a Y-up environment.

Figure 10.1 – 2D versus 3D coordinates

Figure 10.1 – 2D versus 3D coordinates

As we already know from our previous 2D work, the Z axis still exists but is represented straight on with the camera – either in the front or in the back – and only applies in some cases when layering objects in the scene.

Moving on, we’ll attempt to simplify the 3D design process using a modular approach, but it all starts with the game design again. Let’s review...

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