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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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Toc

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

Extending the Adventure Game

In Chapter 7, we added polish to the game by applying some simple VFX using post-processing effects (mainly Bloom) with the Universal RP, Shader Graph for a custom 2D shader to make specific parts of a sprite glow, 2D lights to highlight the player, and the Trail Renderer component for a quick VFX win on our bullet sprite.

We then moved away from the player to give some much-needed attention to the enemy NPCs in the game by creating configurable enemies using a ScriptableObject architecture and introducing changing behaviors based on the state pattern as implemented via a simple FSM.

With the base functionality in place for the playable character and enemies with behaviors (mostly) set up, we can now move on to spawning enemies that attack the player and vice versa with a reusable health and damage system.

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

  • Health and inflicting damage
  • Updating the player and enemy...
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