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Unity 2020 By Example

You're reading from   Unity 2020 By Example A project-based guide to building 2D, 3D, augmented reality, and virtual reality games from scratch

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Product type Paperback
Published in Sep 2020
Publisher Packt
ISBN-13 9781800203389
Length 676 pages
Edition 3rd Edition
Languages
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Author (1):
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Robert Wells Robert Wells
Author Profile Icon Robert Wells
Robert Wells
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Table of Contents (16) Chapters Close

Preface 1. Chapter 1: Exploring the Fundamentals of Unity 2. Chapter 2: Creating a Collection Game FREE CHAPTER 3. Chapter 3: Creating a Space Shooter 4. Chapter 4: Continuing the Space Shooter Game 5. Chapter 5: Creating a 2D Adventure Game 6. Chapter 6: Continuing the 2D Adventure 7. Chapter 7: Completing the 2D Adventure 8. Chapter 8: Creating Artificial Intelligence 9. Chapter 9: Continuing with Intelligent Enemies 10. Chapter 10: Evolving AI Using ML-Agents 11. Chapter 11: Entering Virtual Reality 12. Chapter 12: Completing the VR Game 13. Chapter 13: Creating an Augmented Reality Game Using AR Foundation 14. Chapter 14: Completing the AR Game with the Universal Render Pipeline 15. Other Books You May Enjoy

Adding the final touches

In this section, we'll add the final touches to the game. We'll start by adding a background image to fit the space theme, and then we'll move on to adding background music. These small additions should have a significant impact on the feel of the game.

Adding a background image

First on the agenda is fixing the game background! Until now, the background has displayed the default background color associated with the game camera. However, as the game is set in space, we should display a space background. To do this, take the following steps:

  1. Create a new Sprite object in the Scene that'll display a space image by navigating to GameObject | 2D Object | Sprite from the menu.
  2. Drag and drop the space texture from the Project panel to the Sprite field on the Sprite Renderer component in the scene.
  3. Rotate the object 90 degrees on the X axis.
  4. Position the object at the world origin (0, 0, 0).
  5. Scale the object until...
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