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Unity 2018 By Example

You're reading from   Unity 2018 By Example Learn about game and virtual reality development by creating five engaging projects

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Product type Paperback
Published in Jul 2018
Publisher
ISBN-13 9781788398701
Length 484 pages
Edition 2nd Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (14) Chapters Close

Preface 1. Unity Fundamentals FREE CHAPTER 2. Creating a Collection Game 3. Creating a Space Shooter 4. Continuing the Space Shooter 5. Creating a 2D Adventure Game 6. Continuing the 2D Adventure 7. Creating Artificial Intelligence 8. Continuing with Intelligent Enemies 9. Entering Virtual Reality 10. Completing the VR Game A. Test Your Knowledge Answers Other Books You May Enjoy Index

Chapter 4. Continuing the Space Shooter

This chapter continues from the previous one in creating a twin-stick space shooter game. At this stage, we have a working game. At least, the gamer can control a spaceship using two axes: movement and rotation. WASD keys on the keyboard control movement (up, down, left, and right) and the mouse cursor controls rotation—the spaceship always rotates to face the cursor. In addition to player controls, the level features enemy characters that spawn at regular intervals, fly around the level, and move toward the player with hostile intent. Finally, both the player and enemies support a Health component, which means both are susceptible to damage and can be destroyed. Right now, however, the player lacks two important features: it cannot fire a weapon and it cannot increase the score. This chapter tackles these issues and more. Firing weapons, as we'll see, represents a particularly interesting problem. Overall, this chapter covers...

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