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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

Summary

Every game has physics, in some way or another, for movement, collision detection, or both. In this chapter, we learned how to use the physics system for both being aware of proper settings to make the system work properly, reacting to collisions to generate gameplay systems, and moving the player in such a way that it collides with obstacles, keeping its physically inaccurate movement. We used these concepts to create our player and bullet movement and make our bullets damage the enemies, but we can reuse this knowledge to create a myriad of other possible gameplay requirements, so I suggest you play around a little bit with the physics concepts seen here; you can discover a lot of interesting use cases.

In the next chapter, we will discuss how to program the visual aspects of the game, such as effects, and make the UI react to the input.

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