Unity 2022 by Example - Scott H. Cameron

Unity 2022 by Example

A project-based guide to building 2D and 3D games, enhanced for AR, VR, and MR experiences
Buch | Softcover
596 Seiten
2024
Packt Publishing Limited (Verlag)
978-1-80323-459-5 (ISBN)
47,35 inkl. MwSt
Start building commercial and playable games such as 2D collection and adventure games, 3D FPS game in Unity with C#, and add AR/VR/MR experiences to them with this illustrated guide

Key Features

Create game apps, including a 2D adventure game, a 3D first-person shooter, and more
Get up to speed with Unity Gaming Services available for creating commercially viable games
Follow steps for publishing, marketing, and maintaining your games effectively
Purchase of the print or Kindle book includes a free PDF eBook

Book DescriptionUnity 2022 by Example is a complete introduction to building games in Unity following a project-based approach. You’ll be introduced to the Unity game engine and the tools available for building and customizing a game exactly the way you want it, while maintaining a good code foundation to build upon.
Once you get to grips with the fundamentals of Unity game development, you'll start creating a 2D collection game and an adventure game, followed by a 3D first person shooter game. Next, you’ll explore advanced topics, such as using machine learning to create AI-based enemy behavior, virtual reality for extending the first-person game, and augmented reality for developing a farming simulation game in a real-world setting. The book will help you gain hands-on knowledge of these topics as you build projects using the latest game tool kits. You'll also learn how to commercialize your game by publishing it to a distribution platform and maintain and support it throughout its lifespan. As you progress, you’ll gain real-world knowledge and experience by taking your games from conceptual design to completion.
By the end of this Unity book, you’ll have strong foundational knowledge of how to structure a Unity project that is both maintainable and extensible for commercially released games.What you will learn

Build game environments and design levels, and implement game mechanics using Unity's features
Explore 3D game creation, focusing on gameplay mechanics and player animation
Develop customizable game systems using object-oriented architecture
Build an MR experience using the XR Interaction Toolkit while learning how to merge virtual and real-world elements
Get up to speed with advanced AI interactions using sensors and Unity's machine learning toolkit, ML-Agents
Implement dynamic content in games using Unity LiveOps services like Remote Config

Who this book is forIf you find yourself struggling with completing game projects in Unity and want to follow best practices while maintaining a good coding structure, then this book is for you. This book is also for aspiring game developers and hobbyists with some experience in developing games, who want to design basic playable and commercial games in Unity with a core loop, player verbs, simple mechanics, and win/lose conditions. Experience with the Unity Editor interface and implementing functionality by creating C# scripts is required to get the most out of this book.

Scott Cameron is an award-winning digital content creator and designer with over 25 years of experience in information technology, software development, and design while he specializes in Indie game development. He is a Unity certified expert programmer and currently works as a Senior Unity engineer at io house ltd. Additionally, he also provides quality assurance and student course support & mentorship for Unity, Phaser, and C++ game development curriculum at Zenva.

Table of Contents

Foundational Knowledge of Unity 2022
Creating a 2D Collection Game
Completing the Collection Game
Creating a 2D Adventure Game
Continuing the Adventure Game
Introduction to Object Pooling in Unity 2022
Polishing the Player's Actions and Enemy Behavior
Extending the Adventure Game
Completing the Adventure Game
Creating a 3D First Person Shooter (FPS)
Continuing the FPS Game
Enhancing the FPS Game with Audio
Implementing AI with Sensors, Behavior Trees, and ML-Agents
Entering Mixed Reality with the XR Interaction Toolkit
Finishing Games with Commercial Viability

Erscheinungsdatum
Vorwort Edward Falzon
Verlagsort Birmingham
Sprache englisch
Maße 191 x 235 mm
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-80323-459-8 / 1803234598
ISBN-13 978-1-80323-459-5 / 9781803234595
Zustand Neuware
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