Game Development Reference
In-Depth Information
Summary
You've made great strides in this chapter. You understand the structure of what makes up a scene,
and the one necessary game object, the Main Camera. You know that game objects are containers
for components, and how to find the component quickly in Unity's Component Reference. You are
familiar with the default components of Unity's primitive shape Game Objects, Cameras, and Lights.
You know how to import assets and add some color to your scene with skyboxes and to your game
object with materials. You've even dabbled in some special effects with Cookies and Flares. You are
developing good habits with keeping your project organized. You are becoming efficient by creating
prefabs, and you know how to edit prefabs individually or as a group. Fantastic!
Funny thing, though. For a book about scripting, there wasn't a single script in this chapter. This
is intentional. First, I want you to have a chance to get comfortable navigating your way around
the Unity editor. Second, despite all the nifty things you can do to set up your scene, I want you to
notice that you can only go so far. Without scripts, it just doesn't do much when you try to play it.
Never fear—if you want action-packed, you will get a taste of it in Chapter 4 as you introduce
scripts to your game scene. Scripts drive the action between your game objects, not to mention the
interaction between the player and game. In small bites, you will begin building the foundation of
your practical Unity development and scripting skill set. It just keeps getting better from there,
as you add animation, real-life physics behavior, particle effects, and more.
 
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