![]() A Material defines an algorithm (or instruction set) specifying how the coin should be rendered. In this section, we'll focus on improving the coin appearance using a Material. The player can walk into the coin, but nothing appropriate happens in response. Secondly, the coin cannot be collected yet. Firstly, it looks dull and gray-it doesn't stand out and grab the player's attention. Therefore, the coin object, as it stands, is lacking in two essential respects. The coin has a functional purpose in this game and is not just an aesthetic prop. The coin object, as a concept, represents a basic or fundamental unit in our game logic because the player character should be actively searching the level looking for coins to collect before a timer runs out. Building and compiling games to be run as standalone. ![]() Overall, this chapter will demonstrate the following topics: We'll also write a timer to add a sense of urgency to the game. As part of this process, we'll create custom Tags (which we'll use to identify the coin objects in the scene), and convert the coins to prefabs (which will enable us to spawn them during gameplay). Once our coins look the part, we'll write scripts in C# for coin collection, counting, and spawning. In this chapter, we'll customize the Material (specifying how an object should be rendered) for the coin object to make it look more realistic. To achieve this, we'll need to code in C#. In essence, this chapter is about defining a system of logic and rules governing the game, including the win and lose conditions. ![]() This chapter completes the project by making the coin object collectable and adding a timer system to determine whether the total game time has expired. The coin has been shaped, and a Material has been applied, so it looks the part, but cannot yet be collected (something we will rectify shortly). So far, the project features a complete environment, a first-person controller, and a simple coin object. As a reminder, in this game, the player wanders an environment in first-person, searching for and collecting coins before a global timer expires. In this chapter, we will complete the collection game that we started in the previous chapter. You'll also be able to create several real-world projects to add to your professional game development portfolio. As you implement concepts in practice, this book will ensure that you come away with a clear understanding of Unity game development.īy the end of the book, you'll have a firm foundation in Unity development using C#, which can be applied to other engines and programming languages. You’ll then explore advanced topics such as machine learning, virtual reality, and augmented reality by building complete projects using the latest game tool kit. Once you’ve quickly got to grips with the fundamentals of Unity game development, you’ll create a collection, a twin-stick shooter, and a 2D adventure game. The third edition of this Unity book is updated to the new features in Unity 2020 and modern game development practices. ![]() With Unity 2020, this state-of-the-art game engine introduces enhancements in Unity tooling, editor, and workflow, among many other additions. The Unity game engine, used by millions of developers around the world, is popular thanks to its features that enable you to create games and 3D apps for desktop and mobile platforms in no time.
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