▶Book Description
Unity is the most exciting and popular engine used for developing games. With its 2018 release, Unity has become the primary source of both game development and virtual reality content.
In Unity 2018 By Example, you’ll learn how to use Unity in order to make amazing games from popular genres - from action shooters to mind-bending puzzle games to adventure and Virtual Reality (VR) games. Even if you have no previous experience of using Unity, this book will help you understand the toolsets it provides in depth. In addition to this, you'll understand how to create time-critical collection games, twin-stick space shooters, platformers, and action-fest games with intelligent enemies. Finally, you'll get to grips with creating VR games with the new toolsets introduced by Unity to help you develop amazing VR experiences.
To make things easier, you will be provided with step-by-step tutorials for making five great games in Unity 2018, along with a detailed explanation of all the fundamental concepts. By the end of this book, you’ll have established a strong foundation in making games with Unity 2018.
▶What You Will Learn
⦁ Understand core Unity concepts, such as game objects, components, and scenes
⦁ Study level-design techniques for building immersive and interesting worlds
⦁ Make functional games with C# scripting
⦁ Use the toolset creatively to build games with different themes and styles
⦁ Handle player controls and input functionality
⦁ Work with terrains and world-creation tools
⦁ Get to grips with making both 2D and 3D games
▶Key Features
⦁ Create five different types of games from scratch with Unity 2018
⦁ Import custom content into Unity from third-party tools such as Maya and Blender
⦁ Learn to build NPCs with artificial intelligent behavior.
▶Who This Book Is For
You don't need to have any previous experience with Unity to enjoy Unity 2018 By Example, although you need to have basic knowledge of C#.
▶What this book covers
⦁ This book explores how to use the Unity engine in a hands-on, practical way by looking at concrete examples that result in real-world playable games. Specifically, it focuses on the implementation of 5 distinct projects divided across 10 chapters, 2 chapters per project. Let's take a look at what these projects are:
⦁ Chapter 1, Unity Fundamentals, begins our journey into Unity by creating a first-person collection game. This is a great starting point if you're totally new to Unity and are ready to create your first game.
⦁ Chapter 2, Creating a Collection Game, continues from the previous chapter and completes the first project. It assumes that you have completed the first chapter and brings a closure to our project, leading neatly to the next chapter.
⦁ Chapter 3, Creating A Space Shooter, marks the beginning of our second project, focusing on the creation of a space shooter game. Here, we'll create a project in which the player must shoot the oncoming enemies.
⦁ Chapter 4, Continuing the Space Shooter, completes the space shooter project, taking the project from its state in the previous chapter and adding final touches to it.
⦁ Chapter 5, Creating a 2D Adventure Game, enters the world of 2D and UI functionality. Here, we'll explore Unity's wide range of 2D features in making a side-view platformer game that relies on 2D physics.
⦁ Chapter 6, Continuing the 2D Adventure, completes the 2D adventure game project that was started in the previous chapter, adding the final touches and linking it together with the overarching game logic. This is a great place to see how multiple parts and facets of a game come together to form a whole.
⦁ Chapter 7, Creating Artificial Intelligence, focuses on artificial intelligence and creating enemies that can patrol, chase, and attack the player's character at relevant times, while cleverly navigating their way around the level.
⦁ Chapter 8, Continuing with Intelligent Enemies, brings closure to the AI project started in the previous chapter. Here, we'll see how to use finite-state machines to achieve powerful intelligence functionality that'll help us in a variety of scenarios.
⦁ Chapter 9, Entering Virtual Reality, explores how to create a first-person shooter in VR where the player must tackle waves on oncoming enemies. In this chapter, we'll lay the foundations for creating a VR game.
⦁ Chapter 10, Completing the VR Game, completes the VR project by adding gameplay elements, core functionality, and by creating a build.
⦁ Appendix, Test Your Knowledge Answers, the answers to the Test Your Knowledge section of each chapter.