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Hands-On Unity  Game Development - Fourth Edition

You're reading from  Hands-On Unity Game Development - Fourth Edition

Product type Book
Published in Jan 2024
Publisher Packt
ISBN-13 9781835085714
Pages 742 pages
Edition 4th Edition
Languages
Authors (2):
Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Profile icon Nicolas Alejandro Borromeo
Juan Gabriel Gomila Salas Juan Gabriel Gomila Salas
Profile icon Juan Gabriel Gomila Salas
View More author details

Table of Contents (28) Chapters

Preface 1. Section 1: Getting Started with Unity
2. Embark on Your Unity Journey 3. Crafting Scenes and Game Elements 4. From Blueprint to Reality: Building with Terrain and ProBuilder 5. Seamless Integration: Importing and Integrating Assets 6. Section 2: Mastering Programming and Gameplay Mechanics
7. Unleashing the Power of C# and Visual Scripting 8. Dynamic Motion: Implementing Movement and Spawning 9. Collisions and Health: Detecting Collisions Accurately 10. Victory or Defeat: Win and Lose Conditions 11. Starting Your AI Journey: Building Intelligent Enemies for Your Game 12. Section 3: Elevating Visuals, Effects, and Audio
13. Material Alchemy: Using URP and Shader Graph for Stunning Visuals 14. Captivating Visual Effects: Harnessing Particle Systems and Visual Effect Graph 15. Enlightening Worlds: Illuminating Scenes with the Universal Render Pipeline 16. Immersive Realism: Achieving Fullscreen Effects with Post-Processing 17. Harmonious Soundscapes: Integrating Audio and Music 18. Section 4: Designing User Interfaces, Animations and Advanced Concepts
19. Interface Brilliance: Designing User-Friendly UI 20. Next-Gen UI: Creating Dynamic Interfaces with UI Toolkit 21. Animated Realities: Creating Animations with Animator, Cinemachine, and Timeline 22. Performance Wizardry: Optimizing Your Game with Profiler Tools 23. From Prototype to Executable: Generating and Debugging Your Game 24. AR/VR 25. Massive Worlds: Introduction to DOTS 26. Other Books You May Enjoy
27. Index

Managing GameObjects using Prefabs

In the previous example, we created lots of copies of our enemy around the scene, but in doing so, we created a new problem. Let's imagine we need to change our enemy and add a Rigidbody component to it, but because we have several copies of the same object, we need to take them one by one and add the same component to all of them. Maybe later, we will need to change the mass of each enemy, so again, we need to go over each one of the enemies and make the change, and here we can start to see a pattern. One solution could be to select all the enemies using the Ctrl key (Command on a Mac) and modify all of them at once, but that solution won't be of any use if we have enemy copies in other scenes. So, here is where Prefabs come in.In this section, we will cover the following concepts related to Prefabs:

  • Creating Prefabs
  • Prefab-instance relationship
  • Prefab variants

Let's start by discussing how to create and use Prefabs.

Creating Prefabs...

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