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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
Tools
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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

Summary

Great work! You've completed the chapter and the VR game, and in doing so have learned how to create a VR project, calibrate lighting to create a specific mood, add post-processing effects to enhance the visuals, spawn objects using an Object Pool, and create dynamic AI using the FSM we wrote in a previous chapter.

Using an Object Pool in your projects will enable you to improve performance and prevent memory fragmentation by instantiating the objects together in memory. In this chapter, we focused on spawning enemies using the pool. But any object can be spawned, including particles, reusable UI objects, and so on.

By extending the FSM we wrote in Chapter 9: Continuing with Intelligent Enemies with the addition of custom Attack and Chase states, you've seen how easy it will be to add dynamic AI to any future project. Separating the logic for the state machine and the states gives us the ability to add custom behavior without modifying the core state machine...

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