UNITY 2022 BY EXAMPLE a project-based guide to building 2d and 3d games, enhanced for AR, VR, and MR experiences

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Average Rating
Published
Birmingham, UK : Packt Publishing Ltd., 2024.
Status
Available Online

Description

Start building commercial and playable games such as 2D collection and adventure games, 3D FPS game in Unity with C#, and add AR/VR/MR experiences to them with this illustrated guide Key Features Create game apps, including a 2D adventure game, a 3D first-person shooter, and more Get up to speed with Unity Gaming Services available for creating commercially viable games Follow steps for publishing, marketing, and maintaining your games effectively Purchase of the print or Kindle book includes a free PDF eBook Book Description Unity 2022 by Example is a complete introduction to building games in Unity following a project-based approach. You'll be introduced to the Unity game engine and the tools available for building and customizing a game exactly the way you want it, while maintaining a good code foundation to build upon. Once you get to grips with the fundamentals of Unity game development, you'll start creating a 2D collection game and an adventure game, followed by a 3D first person shooter game. Next, you'll explore advanced topics, such as using machine learning to create AI-based enemy behavior, virtual reality for extending the first-person game, and augmented reality for developing a farming simulation game in a real-world setting. The book will help you gain hands-on knowledge of these topics as you build projects using the latest game tool kits. You'll also learn how to commercialize your game by publishing it to a distribution platform and maintain and support it throughout its lifespan. As you progress, you'll gain real-world knowledge and experience by taking your games from conceptual design to completion. By the end of this Unity book, you'll have strong foundational knowledge of how to structure a Unity project that is both maintainable and extensible for commercially released games. What you will learn Build game environments and design levels, and implement game mechanics using Unity's features Explore 3D game creation, focusing on gameplay mechanics and player animation Develop customizable game systems using object-oriented architecture Build an MR experience using the XR Interaction Toolkit while learning how to merge virtual and real-world elements Get up to speed with advanced AI interactions using sensors and Unity's machine learning toolkit, ML-Agents Implement dynamic content in games using Unity LiveOps services like Remote Config Who this book is for If you find yourself struggling with completing game projects in Unity and want to follow best practices while maintaining a good coding structure, then this book is for you. This book is also for aspiring game developers and hobbyists with some experience in developing games, who want to design basic playable and commercial games in Unity with a core loop, player verbs, simple mechanics, and win/lose conditions. Experience with the Unity Editor interface and implementing functionality by creating C# scripts is required to get the most out of this book.

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Format
Edition
1st edition.
Language
English
ISBN
9781803237954, 1803237953

Notes

Description
Start building commercial and playable games such as 2D collection and adventure games, 3D FPS game in Unity with C#, and add AR/VR/MR experiences to them with this illustrated guide Key Features Create game apps, including a 2D adventure game, a 3D first-person shooter, and more Get up to speed with Unity Gaming Services available for creating commercially viable games Follow steps for publishing, marketing, and maintaining your games effectively Purchase of the print or Kindle book includes a free PDF eBook Book Description Unity 2022 by Example is a complete introduction to building games in Unity following a project-based approach. You'll be introduced to the Unity game engine and the tools available for building and customizing a game exactly the way you want it, while maintaining a good code foundation to build upon. Once you get to grips with the fundamentals of Unity game development, you'll start creating a 2D collection game and an adventure game, followed by a 3D first person shooter game. Next, you'll explore advanced topics, such as using machine learning to create AI-based enemy behavior, virtual reality for extending the first-person game, and augmented reality for developing a farming simulation game in a real-world setting. The book will help you gain hands-on knowledge of these topics as you build projects using the latest game tool kits. You'll also learn how to commercialize your game by publishing it to a distribution platform and maintain and support it throughout its lifespan. As you progress, you'll gain real-world knowledge and experience by taking your games from conceptual design to completion. By the end of this Unity book, you'll have strong foundational knowledge of how to structure a Unity project that is both maintainable and extensible for commercially released games. What you will learn Build game environments and design levels, and implement game mechanics using Unity's features Explore 3D game creation, focusing on gameplay mechanics and player animation Develop customizable game systems using object-oriented architecture Build an MR experience using the XR Interaction Toolkit while learning how to merge virtual and real-world elements Get up to speed with advanced AI interactions using sensors and Unity's machine learning toolkit, ML-Agents Implement dynamic content in games using Unity LiveOps services like Remote Config Who this book is for If you find yourself struggling with completing game projects in Unity and want to follow best practices while maintaining a good coding structure, then this book is for you. This book is also for aspiring game developers and hobbyists with some experience in developing games, who want to design basic playable and commercial games in Unity with a core loop, player verbs, simple mechanics, and win/lose conditions. Experience with the Unity Editor interface and implementing functionality by creating C# scripts is required to get the most out of this book.
Local note
O'Reilly O'Reilly Online Learning: Academic/Public Library Edition

Table of Contents

Cover
Title Page
Copyright and Credits
Foreword
Contributors
Table of Contents
Preface
Part 1: Introduction to Unity
Chapter 1: Foundational Knowledge of Unity 2022
Technical requirements
Unity Hub
Choosing the 2D URP template
Installing Unity Hub
Installing the Unity Editor
What version?
What is a render pipeline?
Creating a project
Getting to know the Unity Editor and installing packages
The Unity Package Manager
Introducing the GameObject
All about Transform and components
Adding GameObjects to the scene
The Transform component
Components
2D sprites with Sprite Creator
Understanding the Sprite Renderer and draw ordering
Creating a new scene
Creating a sprite using Sprite Creator
Navigating the scene View
Creating our player character
Using Manipulation Tools
Sprite Layers and Ordering
Game Design Document (GDD)
Introducing the 2D collection game
Summary
Image sources
Part 2: 2D Game Design
Chapter 2: Creating a 2D Collection Game
Technical requirements
Creating a 2D, top-down game environment with Tilemap
Level design
Guiding the player
Creating Tile Palettes
Building the collection game environment with Tilemap
Making the level playable
Tilemap Collider 2D
Introduction to creating scripts in C#
IDE, SOLID principles, and design patterns
The IDE
Visual Studio Community 2022
The C# Language
Object-Oriented Programming (OOP)
SOLID principles
Design patterns
Coding a simple player controller with the new Input System
New Input System
Player controller script
Summary
Chapter 3: Completing the Collection Game
Technical requirements
Using CM to follow the Player and playtesting
Creating a Player Prefab
Creating a 2D follow camera
Playtesting the level.
Game mechanics and how to create with code (components)
What is a game mechanic?
Adding to our GDD
Collecting pickups
Hitting hazards
Introduction to uGUI, the timer, counting, and winning
Canvas
TextMesh Pro
Updating the pickup count
The Timer script
Winning the game
Summary
Part 3: 2D Game Design Continued
Chapter 4: Creating a 2D Adventure Game
Technical requirements
Extending the GDD
Introducing the 2D adventure game
Importing assets to use with Sprite Shape
A different kind of 2D environment builder
Importing and preparing the artwork
Level and environment design
Guiding the player
Signposting
Creating platforms
Moving platforms and triggers
Creating a dynamic interactable environment
Moving a Sprite Shape platform with Splines
Triggering actions in the level
Adding polish to our environment to immerse the player and optimizing
Polishing the environment
Optimizing draw calls
Summary
Chapter 5: Continuing the Adventure Game
Technical requirements
Setting up the player character with PSD Importer
Rigging the actor
Generating the sprite mesh geometry
Adjusting the bone influence
Editing sprite bone weights
Setting up inverse kinematics (IK)
Creating actor animations
Using an Input Action Map
Moving the player with a player controller script
Processing Player Input
Creating the PlayerController script
Physics materials
Animating the character with Mecanim
Transitioning animation states
Changing the animation state with code
Flipping the player character
Summary
Chapter 6: Introduction to Object Pooling in Unity 2022
Technical requirements
The object pooling pattern
The Unity object pooling API
Creating a new object pool
Additional parameters affecting the object pool.
A pooled player shooting model
Creating the pooled player shooting model
Implementing the pooled shooting model
Adding pooled shooting to the player character
Summary
Chapter 7: Polishing the Player's Actions and Enemy Behavior
Technical requirements
Polishing with Shader Graph and Trail Renderer
Enabling post-processing
Applying glow to the bullet with Shader Graph
Creating a new Shader Graph 2D material
Adding a 2D light to the player
Polishing is easy with Trail Renderer
Enemy Prefabs and variants
Configuring with SOs
Creating an enemy Prefab with configurations
Creating an enemy variant for alternate enemy types
Creating a Prefab Variant
Implementing basic enemy behavior using an FSM
State Model
A simple FSM pattern
Changing state behaviors
Summary
Chapter 8: Extending the Adventure Game
Technical requirements
Health and inflicting damage
Health system
Interfaces required!
Taking damage
IDamage interface
ProjectileDamage component
Healing
IHeal interface
Controlling what damages/heals what
Updating the player and enemy to use health
Assigning the object with health
IHaveHealth interface
Process changes to health
Enemy wave spawner
Creating the enemy spawner Prefab
Integrating spawning with patrol behavior
Summary
Chapter 9: Completing the Adventure Game
Technical requirements
Creating an event system in C# to tie things together loosely
The new event system
Systems GameObject
Creating a quest system for a collecting keys mission
The quest system
Script Execution Order
The quest
Collecting keys
Solving the key puzzle and winning the game
Sliding tile puzzle
Winning
Timeline
Summary
Part 4: 3D Game Design
Chapter 10: Creating a 3D First Person Shooter (FPS).
Technical requirements
Designing for 3D while continuing the GDD
Greyboxing a 3D environment with ProBuilder and Prefabs
Habitat interior level
Installing ProBuilder
Modular parts, Prefabs, and Variants
Greyboxing the level design
Creating an FPS player character with the Unity Starter Asset
Installing the Unity Starter Assets
Starter Assets Playground scene
Getting around
Adding the first-person controller to our level
Playtesting the level
Refactoring environment interactions to 3D API methods
Revisiting the TriggeredEvent component
Implementing a TriggeredEvent in our level design
Animating the door opening
Code reuse in practice
Adding premade components to the player
Constant damage script
Inspector Debug
Recharging aka healing
Summary
Chapter 11: Continuing the FPS Game
Technical requirements
Decorating the 3D environment
Updating and replacing Prefabs
Applying new materials
Immersing the player using Polybrush and Decals
Painting objects with Polybrush
Painting/scattering objects
Surface story with Decals
Lighting design
Probes, Decals, light baking, and performance
Setting the URP Forward+ Rendering Path
Proxy lighting with Decals (yes, Decals)
Bake that lighting?
Light Probes
Baked lighting dynamic shadows
Blob shadows
Summary
Chapter 12: Enhancing the FPS Game with Audio
Technical requirements
Adding audio using the Audio Mixer
Sound design 101 for games
Adding audio to the game
Building an immersive soundscape with music, SFX, and ambiance
Playing music
Playing SFX
Playing SFX 3D
Playing ambient sound
Enhancing the audio experience with footsteps and reverb zones
Reusing audio player code
Adding a method overload to AudioPlayerSFX
Implementing AudioPlayerFootsteps.
Implementing sprinting
Adding reverb zones
Deeper SOLID refactoring
Summary
Part 5: Enhancing and Finishing Games
Chapter 13: Implementing AI with Sensors, Behavior Trees, and ML-Agents
Technical requirements
Refactoring the 2D enemy systems to 3D with NavMesh
Importing scripts from the 2D project
Refactoring the PatrolWaypoints class for NavMesh
Configuring the enemy NavMesh Agent (Prefab)
Adding waypoints to the level and testing
Dynamic enemies with sensors and behavior trees
Creating sensory behaviors
Wrangling behaviors with a behavior tree
Introducing ML with ML-Agents
Navigating training efficiency with NavMesh
Examining an ML-Agents setup
Summary
Chapter 14: Entering Mixed Reality with the XR Interaction Toolkit
Technical requirements
Introduction to MR and development frameworks
XR Interaction Toolkit (XRI)
AR Foundation
OpenXR: Meta package
Designing a boss room
Setting up the physical space
Creating the Unity project
Laying out the boss room scene
Working with AR planes (AR Foundation)
Spawning using planes with AR Plane Manager
Instantiating on a table plane
Instantiating using the floor plane
Instantiating with wall planes
Toggling MR visuals with XR Input
Placing interactable objects in the world
Making objects XR interactables
Placing the modules in the room
Making the module slots interactable
Configuring the laser gun
Implementing the boss room mechanics
Solving the crystal modules puzzle
Spawning enemies
Completing the game loop
Summary
Chapter 15: Finishing Games with Commercial Viability
Technical requirements
Introducing GaaS
UGS
Introducing Unity DevOps
Introducing Unity LiveOps
Safeguarding your investment! Source code management with Unity Version Control.

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Citations

APA Citation, 7th Edition (style guide)

Cameron, S. H., & Falzon, E. (2024). UNITY 2022 BY EXAMPLE: a project-based guide to building 2d and 3d games, enhanced for AR, VR, and MR experiences (1st edition.). Packt Publishing Ltd..

Chicago / Turabian - Author Date Citation, 17th Edition (style guide)

Cameron, Scott H. and Edward, Falzon. 2024. UNITY 2022 BY EXAMPLE: A Project-based Guide to Building 2d and 3d Games, Enhanced for AR, VR, and MR Experiences. Birmingham, UK: Packt Publishing Ltd.

Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)

Cameron, Scott H. and Edward, Falzon. UNITY 2022 BY EXAMPLE: A Project-based Guide to Building 2d and 3d Games, Enhanced for AR, VR, and MR Experiences Birmingham, UK: Packt Publishing Ltd, 2024.

Harvard Citation (style guide)

Cameron, S. H. and Falzon, E. (2024). UNITY 2022 BY EXAMPLE: a project-based guide to building 2d and 3d games, enhanced for AR, VR, and MR experiences. 1st edn. Birmingham, UK: Packt Publishing Ltd.

MLA Citation, 9th Edition (style guide)

Cameron, Scott H.,, and Edward Falzon. UNITY 2022 BY EXAMPLE: A Project-based Guide to Building 2d and 3d Games, Enhanced for AR, VR, and MR Experiences 1st edition., Packt Publishing Ltd., 2024.

Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.

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Full titleunity 2022 by example a project based guide to building 2d and 3d games enhanced for ar vr and mr experiences
Authorcameron scott h
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5050 |a Cover -- Title Page -- Copyright and Credits -- Foreword -- Contributors -- Table of Contents -- Preface -- Part 1: Introduction to Unity -- Chapter 1: Foundational Knowledge of Unity 2022 -- Technical requirements -- Unity Hub -- Choosing the 2D URP template -- Installing Unity Hub -- Installing the Unity Editor -- What version? -- What is a render pipeline? -- Creating a project -- Getting to know the Unity Editor and installing packages -- The Unity Package Manager -- Introducing the GameObject -- All about Transform and components -- Adding GameObjects to the scene -- The Transform component -- Components -- 2D sprites with Sprite Creator -- Understanding the Sprite Renderer and draw ordering -- Creating a new scene -- Creating a sprite using Sprite Creator -- Navigating the scene View -- Creating our player character -- Using Manipulation Tools -- Sprite Layers and Ordering -- Game Design Document (GDD) -- Introducing the 2D collection game -- Summary -- Image sources -- Part 2: 2D Game Design -- Chapter 2: Creating a 2D Collection Game -- Technical requirements -- Creating a 2D, top-down game environment with Tilemap -- Level design -- Guiding the player -- Creating Tile Palettes -- Building the collection game environment with Tilemap -- Making the level playable -- Tilemap Collider 2D -- Introduction to creating scripts in C# -- IDE, SOLID principles, and design patterns -- The IDE -- Visual Studio Community 2022 -- The C# Language -- Object-Oriented Programming (OOP) -- SOLID principles -- Design patterns -- Coding a simple player controller with the new Input System -- New Input System -- Player controller script -- Summary -- Chapter 3: Completing the Collection Game -- Technical requirements -- Using CM to follow the Player and playtesting -- Creating a Player Prefab -- Creating a 2D follow camera -- Playtesting the level.
5058 |a Game mechanics and how to create with code (components) -- What is a game mechanic? -- Adding to our GDD -- Collecting pickups -- Hitting hazards -- Introduction to uGUI, the timer, counting, and winning -- Canvas -- TextMesh Pro -- Updating the pickup count -- The Timer script -- Winning the game -- Summary -- Part 3: 2D Game Design Continued -- Chapter 4: Creating a 2D Adventure Game -- Technical requirements -- Extending the GDD -- Introducing the 2D adventure game -- Importing assets to use with Sprite Shape -- A different kind of 2D environment builder -- Importing and preparing the artwork -- Level and environment design -- Guiding the player -- Signposting -- Creating platforms -- Moving platforms and triggers -- Creating a dynamic interactable environment -- Moving a Sprite Shape platform with Splines -- Triggering actions in the level -- Adding polish to our environment to immerse the player and optimizing -- Polishing the environment -- Optimizing draw calls -- Summary -- Chapter 5: Continuing the Adventure Game -- Technical requirements -- Setting up the player character with PSD Importer -- Rigging the actor -- Generating the sprite mesh geometry -- Adjusting the bone influence -- Editing sprite bone weights -- Setting up inverse kinematics (IK) -- Creating actor animations -- Using an Input Action Map -- Moving the player with a player controller script -- Processing Player Input -- Creating the PlayerController script -- Physics materials -- Animating the character with Mecanim -- Transitioning animation states -- Changing the animation state with code -- Flipping the player character -- Summary -- Chapter 6: Introduction to Object Pooling in Unity 2022 -- Technical requirements -- The object pooling pattern -- The Unity object pooling API -- Creating a new object pool -- Additional parameters affecting the object pool.
5058 |a A pooled player shooting model -- Creating the pooled player shooting model -- Implementing the pooled shooting model -- Adding pooled shooting to the player character -- Summary -- Chapter 7: Polishing the Player's Actions and Enemy Behavior -- Technical requirements -- Polishing with Shader Graph and Trail Renderer -- Enabling post-processing -- Applying glow to the bullet with Shader Graph -- Creating a new Shader Graph 2D material -- Adding a 2D light to the player -- Polishing is easy with Trail Renderer -- Enemy Prefabs and variants -- Configuring with SOs -- Creating an enemy Prefab with configurations -- Creating an enemy variant for alternate enemy types -- Creating a Prefab Variant -- Implementing basic enemy behavior using an FSM -- State Model -- A simple FSM pattern -- Changing state behaviors -- Summary -- Chapter 8: Extending the Adventure Game -- Technical requirements -- Health and inflicting damage -- Health system -- Interfaces required! -- Taking damage -- IDamage interface -- ProjectileDamage component -- Healing -- IHeal interface -- Controlling what damages/heals what -- Updating the player and enemy to use health -- Assigning the object with health -- IHaveHealth interface -- Process changes to health -- Enemy wave spawner -- Creating the enemy spawner Prefab -- Integrating spawning with patrol behavior -- Summary -- Chapter 9: Completing the Adventure Game -- Technical requirements -- Creating an event system in C# to tie things together loosely -- The new event system -- Systems GameObject -- Creating a quest system for a collecting keys mission -- The quest system -- Script Execution Order -- The quest -- Collecting keys -- Solving the key puzzle and winning the game -- Sliding tile puzzle -- Winning -- Timeline -- Summary -- Part 4: 3D Game Design -- Chapter 10: Creating a 3D First Person Shooter (FPS).
5058 |a Technical requirements -- Designing for 3D while continuing the GDD -- Greyboxing a 3D environment with ProBuilder and Prefabs -- Habitat interior level -- Installing ProBuilder -- Modular parts, Prefabs, and Variants -- Greyboxing the level design -- Creating an FPS player character with the Unity Starter Asset -- Installing the Unity Starter Assets -- Starter Assets Playground scene -- Getting around -- Adding the first-person controller to our level -- Playtesting the level -- Refactoring environment interactions to 3D API methods -- Revisiting the TriggeredEvent component -- Implementing a TriggeredEvent in our level design -- Animating the door opening -- Code reuse in practice -- Adding premade components to the player -- Constant damage script -- Inspector Debug -- Recharging aka healing -- Summary -- Chapter 11: Continuing the FPS Game -- Technical requirements -- Decorating the 3D environment -- Updating and replacing Prefabs -- Applying new materials -- Immersing the player using Polybrush and Decals -- Painting objects with Polybrush -- Painting/scattering objects -- Surface story with Decals -- Lighting design -- Probes, Decals, light baking, and performance -- Setting the URP Forward+ Rendering Path -- Proxy lighting with Decals (yes, Decals) -- Bake that lighting? -- Light Probes -- Baked lighting dynamic shadows -- Blob shadows -- Summary -- Chapter 12: Enhancing the FPS Game with Audio -- Technical requirements -- Adding audio using the Audio Mixer -- Sound design 101 for games -- Adding audio to the game -- Building an immersive soundscape with music, SFX, and ambiance -- Playing music -- Playing SFX -- Playing SFX 3D -- Playing ambient sound -- Enhancing the audio experience with footsteps and reverb zones -- Reusing audio player code -- Adding a method overload to AudioPlayerSFX -- Implementing AudioPlayerFootsteps.
5058 |a Implementing sprinting -- Adding reverb zones -- Deeper SOLID refactoring -- Summary -- Part 5: Enhancing and Finishing Games -- Chapter 13: Implementing AI with Sensors, Behavior Trees, and ML-Agents -- Technical requirements -- Refactoring the 2D enemy systems to 3D with NavMesh -- Importing scripts from the 2D project -- Refactoring the PatrolWaypoints class for NavMesh -- Configuring the enemy NavMesh Agent (Prefab) -- Adding waypoints to the level and testing -- Dynamic enemies with sensors and behavior trees -- Creating sensory behaviors -- Wrangling behaviors with a behavior tree -- Introducing ML with ML-Agents -- Navigating training efficiency with NavMesh -- Examining an ML-Agents setup -- Summary -- Chapter 14: Entering Mixed Reality with the XR Interaction Toolkit -- Technical requirements -- Introduction to MR and development frameworks -- XR Interaction Toolkit (XRI) -- AR Foundation -- OpenXR: Meta package -- Designing a boss room -- Setting up the physical space -- Creating the Unity project -- Laying out the boss room scene -- Working with AR planes (AR Foundation) -- Spawning using planes with AR Plane Manager -- Instantiating on a table plane -- Instantiating using the floor plane -- Instantiating with wall planes -- Toggling MR visuals with XR Input -- Placing interactable objects in the world -- Making objects XR interactables -- Placing the modules in the room -- Making the module slots interactable -- Configuring the laser gun -- Implementing the boss room mechanics -- Solving the crystal modules puzzle -- Spawning enemies -- Completing the game loop -- Summary -- Chapter 15: Finishing Games with Commercial Viability -- Technical requirements -- Introducing GaaS -- UGS -- Introducing Unity DevOps -- Introducing Unity LiveOps -- Safeguarding your investment! Source code management with Unity Version Control.
520 |a Start building commercial and playable games such as 2D collection and adventure games, 3D FPS game in Unity with C#, and add AR/VR/MR experiences to them with this illustrated guide Key Features Create game apps, including a 2D adventure game, a 3D first-person shooter, and more Get up to speed with Unity Gaming Services available for creating commercially viable games Follow steps for publishing, marketing, and maintaining your games effectively Purchase of the print or Kindle book includes a free PDF eBook Book Description Unity 2022 by Example is a complete introduction to building games in Unity following a project-based approach. You'll be introduced to the Unity game engine and the tools available for building and customizing a game exactly the way you want it, while maintaining a good code foundation to build upon. Once you get to grips with the fundamentals of Unity game development, you'll start creating a 2D collection game and an adventure game, followed by a 3D first person shooter game. Next, you'll explore advanced topics, such as using machine learning to create AI-based enemy behavior, virtual reality for extending the first-person game, and augmented reality for developing a farming simulation game in a real-world setting. The book will help you gain hands-on knowledge of these topics as you build projects using the latest game tool kits. You'll also learn how to commercialize your game by publishing it to a distribution platform and maintain and support it throughout its lifespan. As you progress, you'll gain real-world knowledge and experience by taking your games from conceptual design to completion. By the end of this Unity book, you'll have strong foundational knowledge of how to structure a Unity project that is both maintainable and extensible for commercially released games. What you will learn Build game environments and design levels, and implement game mechanics using Unity's features Explore 3D game creation, focusing on gameplay mechanics and player animation Develop customizable game systems using object-oriented architecture Build an MR experience using the XR Interaction Toolkit while learning how to merge virtual and real-world elements Get up to speed with advanced AI interactions using sensors and Unity's machine learning toolkit, ML-Agents Implement dynamic content in games using Unity LiveOps services like Remote Config Who this book is for If you find yourself struggling with completing game projects in Unity and want to follow best practices while maintaining a good coding structure, then this book is for you. This book is also for aspiring game developers and hobbyists with some experience in developing games, who want to design basic playable and commercial games in Unity with a core loop, player verbs, simple mechanics, and win/lose conditions. Experience with the Unity Editor interface and implementing functionality by creating C# scripts is required to get the most out of this book.
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