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Unity 2018 By Example

You're reading from   Unity 2018 By Example Learn about game and virtual reality development by creating five engaging projects

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Product type Paperback
Published in Jul 2018
Publisher
ISBN-13 9781788398701
Length 484 pages
Edition 2nd Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (14) Chapters Close

Preface 1. Unity Fundamentals FREE CHAPTER 2. Creating a Collection Game 3. Creating a Space Shooter 4. Continuing the Space Shooter 5. Creating a 2D Adventure Game 6. Continuing the 2D Adventure 7. Creating Artificial Intelligence 8. Continuing with Intelligent Enemies 9. Entering Virtual Reality 10. Completing the VR Game A. Test Your Knowledge Answers Other Books You May Enjoy Index

Chapter 3. Creating a Space Shooter

This chapter enters new territory now as we begin development work on our second game, which is a twin-stick space shooter. The twin-stick genre simply refers to any game in which the player input for motion spans two dimensions or axes, typically one axis for movement and one for rotation. Example twin-stick games include Zombies Ate My Neighbors and Geometry Wars. Our game will rely heavily on coding in C#, as we'll see. The primary purpose of this is to demonstrate by example just how much can be achieved with Unity procedurally (that is, via script), even without using the editor and level-building tools. We'll still use these tools to some extent but not as much here, and that's a deliberate and not an accidental move. Consequently, this chapter assumes that you have not only completed the game project created in the previous two chapters, but also have a good, basic knowledge of C# scripting generally, though not necessarily...

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