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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

Summary

In this chapter, we added some polish to the shooting and player character by introducing URP post-processing, Shader Graph, 2D lights, and the Trail Renderer effect. Phew! Having these features out of the box with Unity allows us to add visual quality to our games with little effort.

We continued by adding some configurable enemy characters to the game by creating two enemy Prefabs and assigning unique configuration variables to each via the ScriptableObject assets. The enemy objects were then given behavior by implementing the State Pattern to introduce basic behavior with an FSM and evaluate conditions for transitioning between states.

In the next chapter, we’ll complete the adventure game by adding health and damage systems for enemies that we’ll spawn into the level, implement the attack mechanics with additional weapon types, create a simple quest system for collecting key objects for solving the entryway puzzle, and introduce a new event system for...

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