Unity From Proficiency To Mastery Artificial Intelligence


Unity From Proficiency To Mastery Artificial Intelligence
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Unity From Proficiency To Mastery Artificial Intelligence


Unity From Proficiency To Mastery Artificial Intelligence
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Author : Patrick Felicia
language : en
Publisher: Patrick Felicia
Release Date : 2017-07-13

Unity From Proficiency To Mastery Artificial Intelligence written by Patrick Felicia and has been published by Patrick Felicia this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-07-13 with Computers categories.


Newly Edited and Updated Version Master Artificial Intelligence with Unity Without this book, most people spend too long trying to create NPCs (non-player character) that behave like a real person the hard way. This book is the only one that will get you to create intelligent NPCs that can think and make decisions without wasting so much time. It includes six chapters that painlessly teach you the necessary skills to get started and master Artificial Intelligence with Unity and implement key AI techniques that you need to create entertaining games with believable and intelligent NPCs. What you will learn After completing this book, you will be able to create more entertaining and fun games with intelligent and believable NPCs who can: - Follow the player and avoid obstacles. - Follow a specific path, or roam aimlessly. - Detect the player through their senses (e.g., hearing, smell, visions). - Make smart decision based on their state (e.g., health or ammos) to either attack the player, collect ammos and health packs, or flee. - Set-up an ambush to capture the player. - Act as a group (i.e., army) and follow the orders of the player or another NPC leader (e.g., attack the other team or withdraw from the battle) Content of the book The content of the book is as follows: - Chapter 1 shows you how to create NPCs who can follow the player while avoiding obstacles or pre-defined areas (e.g., jump between platforms or avoid water). - In Chapter 2 you will learn how to make your NPCs navigate the level by following set or random paths, or wandering aimlessly. - In Chapter 3 you will add senses to the NPCs so that they can detect the player and take smart decisions accordingly. - In Chapter 4, you will make it possible for the NPCs to take more sensible decisions based on the environment and their own state. For example, NPCs may choose to refill ammunition rather than following the player, or they might decide to look for health packs when their health runs low. - In Chapter 5 you will create two teams; one controlled by the player, and the other once controlled by another NPCs. These two teams will then engage in a battle and both the player and the NPC leader will be able to control their team asking them to attack or withdraw from the battle; - Chapter 6 provides answers to frequently-asked questions. If you want to master Artificial Intelligence with Unity using a tried-and-tested method: download this book now!



Unity From Proficiency To Mastery


Unity From Proficiency To Mastery
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Author : Patrick Felicia
language : en
Publisher:
Release Date : 2020-11-11

Unity From Proficiency To Mastery written by Patrick Felicia and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-11-11 with categories.


Why this book can help you to create games that are more fun and challenging Creating a game that is both fun and challenging, and that players will love, can be very difficult, regardless of your experience in game programming. This is because a player often needs to be constantly challenged, yet not frustrated with your game. This is a very challenging balance to reach; however, by including artificial intelligence to your game, and some very simple principles, you can manage to make the game fun, and the Non-Player Characters (NPC) more realistic, by making sure that they behave in a way that will challenge the user. Regardless of your background, you will always need to use some of these techniques, because good AI can really make a difference between a boring game and an exciting game that the players will want to play for hours. Thankfully, you can easily overcome these issues and start to implement interesting AI with a step-by-step approach that gets you to progressively develop your knowledge and mastery of Artificial Intelligence with Unity. This is the approach that I have used successfully over the past years to help students create 3D games that are both challenging and addictive, thanks to a well-designed Artificial Intelligence using Unity and C#. By following the techniques and suggestions described in this book, I can promise you that you will manage to create some very challenging games with NPCs that are smart, believable, and more importantly, challenging to the player. Content and structure of this book In this book, the first in the series called "Unity from Proficiency to Mastery", you will learn and apply several AI techniques for 3D games, and make it possible for NPCs to: Navigate the scene (e.g., using a random or set path). Sense the world around them (e.g, hear, smell, or see). Take smart decisions based on their senses or current state (e.g., look for ammunition or health when these run low). React to the players' moves (e.g., set an ambush, follow and attack the player, or flee). Along the way you will also learn other useful skills and concepts such as: Finite-State Machines in Unity, Animator Controllers, 3D character animation, Navigation costs and areas State Behaviors, Group movement, Melee combat, and much more... The main idea behind this book is to help you to apply common AI techniques with Unity and C# to make your game more challenging and fun to play. The content of each chapter is as follows: Chapter 1 shows you how to create a simple AI for your 3D games with no coding involved; Chapter 2 shows you how to create different types of navigation for your NPCs, including set paths, random paths, and wandering aimlessly. Chapter 3 shows you how to add senses to the NPC so that they can detect targets and take decisions accordingly. Chapter 4 shows how to make it possible for the NPCs to take more sensible decisions based on the environment and their own state. Chapter 5 shows how to implement group behaviors for NPCs. You will learn how to create a group of NPCs that follow the order of the player (e.g., follow the leader, attack targets or withdraw from the battle) and to create a team of NPCs led by the computer; Chapter 6 provides answers to frequently-asked questions. If you want to start creating fun and challenging 3D games using a tried-and-tested method: download this book now!



A Quick Guide To Artificial Intelligence With Unity


A Quick Guide To Artificial Intelligence With Unity
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Author : Patrick Felicia
language : en
Publisher: Patrick Felicia
Release Date :

A Quick Guide To Artificial Intelligence With Unity written by Patrick Felicia and has been published by Patrick Felicia this book supported file pdf, txt, epub, kindle and other format this book has been release on with Computers categories.


Why this book can help you to get started fast with Artificial Intelligence and Unity It can be intimidating to start with Unity, and while several books can provide comprehensive information, you may, like many other readers, just want to focus on a particular topic and get started fast. This book is part of a series entitled A Quick Guide To, and does just this. In this book series, you have the opportunity to get started on a particular topic in less than 60 minutes, delving right into the information that you really need. Of course, you can, after reading this book, move-on to more comprehensive books; however, quite often, you may have little time to complete a project or to get comfortable with a topic fast. In this book entitled A Quick Guide to Artificial Intelligence with Unity, you will discover how to create intelligent Non-Player Characters using simple techniques and built-in Assets and include common AI features found in 3D games, and learn and practice as you go. By following the techniques and suggestions described in this short book, I can promise you that you will get started very fast and create intelligent NPCs. Along the way, you will also learn about cameras, baking a scene, detecting collisions, and combine these to create challenging AI. Content and structure of this book In this book, you will learn about AI with Unity, including: - Using built-in assets. - Make it possible for NPCs to navigate to their destination. - Make it possible for NPCs to Avoid obstacles. - Define areas where NPCs should or should not go. The main idea behind this book is to help you to get started quickly with Artificial Intelligence. So, if you want to start creating challenging games with simple, yet effective techniques : download this book now!



Godot From Zero To Proficiency Intermediate


Godot From Zero To Proficiency Intermediate
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Author : Patrick Felicia
language : en
Publisher: Patrick Felicia
Release Date :

Godot From Zero To Proficiency Intermediate written by Patrick Felicia and has been published by Patrick Felicia this book supported file pdf, txt, epub, kindle and other format this book has been release on with Computers categories.


Get started with Godot and game programming fast without the headaches Godot is a great software to create video games; however, it includes so many options and features that getting started can feel overwhelming. Without my book, most people spend too long trying to learn how to use Godot and GDScript the hard way. This is the only book that will get you to learn GDScript fast without wasting so much time. It is the third book in the series "Godot from Zero to Proficiency" where you will learn to code fast and be able to create your own video games with Godot in no time. What you will learn After completing this book, you will be able to: Learn intermediate GDScript concepts including timers, ray-casting, templates, co-routines, match structures, functions, loops, classes, enums. Create intelligent robots that target and shoot at the player. Create a weapon management system where the player avails of and can switch between weapons. Create an FPS game where the player has to defeat intelligent enemies and escape a space station Create intelligent NPCs that can navigate, detect and follow the player, and use weapons. Import and control 3D-animated characters from your scripts. Who this book is for This book is for: Hobbyists who need a book that gets them to be proficient with GDScript and game development easily. Parents looking for a book that introduces their children to game programming painlessly. Teachers looking for a complete and clear resource on programming through the creation of games. Aspiring indie game developers. How this book is different This is the only book that you need to get started with Godot fast and to enjoy the journey without frustration. This book includes six chapters that painlessly guide you through the necessary skills to master GDScript, use Godot's core features, and create key game mechanics through GDScript. It assumes no prior knowledge on your part and ensures that you have all the information and explanations that you need every step of the way. Content of the book Chapter 1 shows you how you can create robots that will target the player. Chapter 2 explains how you can create a weapon management system, collect ammunition, switch between weapons, and hit targets using ray-casting. Chapter 3 gets you to create NPCs that can detect, the player, chase the player, patrol around the level, and inflict damage to the player through punches or gunshots. Chapter 4 explains how you can improve the NPCs' intelligence so that they can follow a given path, and avoid obstacles along the way. Chapter 5 provides answers to Frequently Asked Questions (FAQs). What this book offers Learn without the headaches, Make your dream of creating your own games come true, progress and feel confident in your skills. This book assumes that you can't be expected to learn everything at once; this is why you will build all your skills incrementally. It ensures that you stay motivated by giving you the right amount of information and challenge in each chapter. You will have the opportunity to learn and to use Godot at your own pace and to become comfortable with its interface. This is because every single new concept introduced will be explained in great detail so that you never feel lost. All the concepts are introduced progressively so that you don't feel overwhelmed. If you want to get started with Godot today, then buy this book now



Godot From Zero To Proficiency Proficient


Godot From Zero To Proficiency Proficient
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Author : Patrick Felicia
language : en
Publisher: Patrick Felicia
Release Date :

Godot From Zero To Proficiency Proficient written by Patrick Felicia and has been published by Patrick Felicia this book supported file pdf, txt, epub, kindle and other format this book has been release on with Computers categories.


First Edition, Published in February 2022 In this book, the fifth book in the series, you will become comfortable with creating your own RPG. If you were ever interested in creating systems for your game to speed up your coding and create and maintain levels easily, then this book is for you. The book includes a list of the learning objectives at the start of each chapter, step-by-step activities, and quizzes to test your knowledge, and the content of each chapter is as follows: - Chapter 1 gives an introduction to the RPG genre. You will learn the design principles that will help you to speed up your development process. - Chapter 2 helps you to create and animate your main 3D character, add a camera that will follow this character as well as a mini-map. You will also learn to use Godot's built-in 3D editor to create a village. - Chapter 3 explains how to create a dialogue system from a JSON file and how to integrate it seamlessly into your game. - Chapter 4 explains how you can create a simple inventory system and use it to collect, store, and use items that you will find in your quest. - Chapter 5 shows you how to create a shop where the player can buy items that will then be added to the inventory. - Chapter 6 explains how you can add intelligent NPCs that will challenge the player. - Chapter 7 explains how you can create a quest system based on a JSON file to manage the objectives for each of your levels. You will learn to read and use this file for your game. - Chapter 8 explains how you can create an XP attribution system where the player can use the Xps gained in the previous level to increase his/her skills (e.g., accuracy, power, etc.) - Chapter 9 combines the skills that you have learned so far to create a final level where the player needs to eliminate guards, collect gold, and also defeat the boss. After reading this book you will become a better game programmer, improve your knowledge of coding and Godot, understand how to make a more complex game, learn some techniques to make an RPG game more modular, especially the quest system, use reusable code/assets that you can employ in your own game, create an inventory for your characters and much more… If you want to get started with your first RPG in Godot and learn reusable systems for your other games, using a tried-and-tested method: download this book now!



Unreal Engine From Zero To Proficiency Foundations


Unreal Engine From Zero To Proficiency Foundations
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Author : Patrick Felicia
language : en
Publisher: Patrick Felicia
Release Date :

Unreal Engine From Zero To Proficiency Foundations written by Patrick Felicia and has been published by Patrick Felicia this book supported file pdf, txt, epub, kindle and other format this book has been release on with Computers categories.


Get started with Unreal Engine and game programming fast without the headaches Unreal Engine is a great software to create video games; however, it includes so many options and features that getting started can feel overwhelming. Without my book, most people spend too long trying to learn how to use Unreal Engine the hard way. This book is the only one that will get you to learn Unreal Engine fast without wasting so much time. This book is the first book in the series "Unreal Engine from Zero to Proficiency" where you will learn to code fast and be able to create your own video games with Unreal Engine in no time. What you will learn After completing this book, you will be able to: - Know and master the features that you need to create 3D environments for your games. - Quickly create (and navigate through) realistic 3D indoors and outdoors environments. - Create a 3D Maze with lights, walls, and textures. - Use Unreal Engine's built-in editor to create a house. - Create an island with trees, sandy beaches, mountains, and water. - Include and control a car. - Export your games. Who this book is for This book is for: - Hobbyists who need a book that gets them started with Unreal Engine and game development easily. - Parents looking for a book that introduces their children to game programming painlessly. - Teachers looking for a complete and clear resource on programming through the creation of games. - Aspiring indie game developers. How this book is different This is the only book that you need to get started with Unreal Engine fast and enjoy the journey without frustration. This book includes six chapters that painlessly guide you through the necessary skills to master Unreal Engine's interface, use its core features, and create and navigate through realistic 3D environments. It assumes no prior knowledge on your part and ensures that you have all the information and explanations that you need every step of the way. What this book offers - This book includes all the features that you need to get started with Unreal Engine and game development: - Learn without the headaches: This book assumes that you can't be expected to learn everything at once; this is why you will build all your skills incrementally. - Make your dream of creating your own games come true: This book ensures that you stay motivated by giving you the right amount of information and challenge in each chapter; we all know that it's hard to keep motivated when learning a new skill, so this book always contextualizes the knowledge with an example (so that you feel it's relevant), and also makes sure that you get to challenge yourself, if you need to, with optional challenges present at the end of each chapter. - Progress and feel confident in your skills: You will have the opportunity to learn and use Unreal Engine at your own pace and to become comfortable with its interface. This is because every single new concept introduced will be explained in great detail so that you never feel lost. All the concepts are introduced progressively so that you don't feel overwhelmed. - Create your own games and feel awesome: With this book, you will build your own 3D environments and you will spend more time creating than reading, to ensure that you can apply the concepts covered in each section. All chapters include step-by-step instructions with examples that you can use straight away. If you want to get started with Unreal Engine today, then buy this book now.



Unity From Zero To Proficiency Advanced


Unity From Zero To Proficiency Advanced
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Author : Patrick Felicia
language : en
Publisher: Patrick Felicia
Release Date : 2018-02-27

Unity From Zero To Proficiency Advanced written by Patrick Felicia and has been published by Patrick Felicia this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-02-27 with Computers categories.


Newly Edited and Updated Version (Third Edition) for Unity 2019 Create multiplayer games and procedural levels and boost game performances without the headaches Without this book, most people spend too long trying to develop and optimize their game the hard way. This book is the only one that will get you to create entertaining games and optimize your code without wasting so much time. It includes six chapters that painlessly teach you the necessary skills to automatise the creation of multiple game levels using only a few lines of code; you will create multiplayer games, and also make it possible for players to save their score (and other features) between games, even if they play on different devices; finally, you will learn to create fast and responsive games by optimizing your code. What you will learn - After completing this book, you will be able to: - Create levels procedurally with C#, save yourself time, and speed-up the level design process. - Create levels randomly so that they are different every time the scene is loaded and add re-playability to your game. - Read XML files using C# and use the data within to create levels. - Create a space simulation using XML and C# and make your scene customizable. - Connect to a database from Unity to save and retrieve the player's score. - Create a simple network tank game with projectiles and explosions. - Create a Simon game. - Optimize your code and your project's structure Content and structure of this book The content of the books is as follows: - In Chapter 1, you will learn to create multiple scenes using a few lines of codes and see how it can save you a lot of time and also provide new and fresh levels to the player every time they play your game; along the way you will also create automatic 3D indoor and outdoor environments, a complete solar system simulation, and a randomly generated maze that you can use for your RPGs. - In Chapter 2, you will learn how to save data from your game to a database so that players' score can be saved between games, even if they play on different devices; along the way you will also learn to set-up your own database and combine C#, PHP, and MySQL (even if you have never used these before) to transfer data between Unity and your online database. - In Chapter 3, you will create a simple (but fun) network tank game and gain skills that will make it possible to create and deploy your own networked multi-player game. - In Chapter 4, you will design and implement your version of the Simon game, a very popular memory game in 1970s whereby the player has to memorize an increasing sequence of colors and sounds; along the way, you will learn how to create and use a finite state machine, a very important concept in computer science, to manage your game and the player's entries. - In Chapter 5, you will learn how to optimize your code so that your game is always fast and responsive and so that players enjoy their experience and want to play it again; along the way, you will also learn how to organize your project and use the best approach to develop your game. - Chapter 6 provides answers to frequently asked questions. If you want to start creating multi-player games and procedural levels using a tried-and-tested method: download this book now!



Unity From Proficiency To Mastery C Programming


Unity From Proficiency To Mastery C Programming
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Author : Patrick Felicia
language : en
Publisher: Patrick Felicia
Release Date : 2017-10-18

Unity From Proficiency To Mastery C Programming written by Patrick Felicia and has been published by Patrick Felicia this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-10-18 with Computers categories.


Whether you are new to C# or a seasoned developer just starting with Unity, you may find it difficult to use C# in Unity because: - You are new to C#. - You already have some coding experience in C# but you may find that many concepts in Unity (e.g., components) are different from working in straight C# code. - You have started coding in C# but you would like more examples specific to C# with Unity, including advanced features. The thing is, regardless of the game that you want to create with Unity, if you want to harness the power of this game engine you will need to understand C#. Use this in-depth Resource to Truly Master C# and Unity You may be able to "slap" some code together to get the job done, but you may wish you could understand the code in more depth and be able to come-up with your own code that scales-up painlessly; and this makes sense because if you truly want to create code that is efficient, scalable, and that leverages all the features available in Unity, you will probably need to learn C# in more depth, but also to understand how it can be combined to Unity's built-in libraries properly. There are plenty of resources out there; however very few explain C# in the context of Unity; and although they may provide code solutions, they may not give in-depth explanations on the C# concepts and the design ideas behind the code, or explain how the code can be optimized, so that you can avoid issues linked to memory or maintainability down the line. This is the reason why I have created this book. The idea behind its design is to provide a resource for different types of readers (i.e., beginner, intermediate or advanced programmers), to explain C# concepts in-depth, in the context of Unity, and to provide practical information and step-by-step instructions. This book was created to answer frequently-asked questions about C# programming for Unity. It includes over 300 pages of step-by-step instructions to help you become more proficient in C# for Unity. After reading this book, you should be able to (1) Understand C# and Object-Oriented Programming in-depth, (2) apply these concepts in Unity and implement common game mechanics through the built-in classes available in Unity, and (3) optimize your code so that it is easy to maintain. Find the Solution to your Problems in this 300-page Guide After using this book you will be able to solve your C# headaches. Each chapter can be read independently so that you can find and apply the solutions to a specific problem immediately. - Chapter 1 explains C# concepts in depth so that you can become proficient in C# programming and Object-Oriented concepts (e.g., inheritance, constructors, polymorphism, overloading, overriding, etc.) - Chapter 2 shows you how to code and debug C# scripts along with some best practices that will keep your code clean and bug-free. - Chapter 3 explains key concepts in linear algebra so that you can understand and use vectors in Unity (e.g., dot products for vision). - Chapter 4 acts as a cook book where you will find sections that explain how key (and frequently used) methods and C# classes can be employed to improve your gameplay, and you can go directly to the section that you need for your game (e.g., audio, detection, user-inputs, reading files, etc) and find both explanations and code examples that you can use immediately. - Chapter 5 shows you how to optimize your code and to structure it so that it is easier to maintain using component-based programming, design patterns and useful structures such as delegates or coroutines. - Chapter 6 answers Frequently Asked Questions (FAQs) related to C#. If you want to solve your C# programming headaches and to really understand how C# and Unity work together effectively, download this book now.



A Quick Guide To Card Games With Unity


A Quick Guide To Card Games With Unity
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Author : Patrick Felicia
language : en
Publisher: Patrick Felicia
Release Date :

A Quick Guide To Card Games With Unity written by Patrick Felicia and has been published by Patrick Felicia this book supported file pdf, txt, epub, kindle and other format this book has been release on with Computers categories.


Why this book can help you to get started fast with Card Games and Unity It can be intimidating to start with Unity, and while several books can provide comprehensive information, you may, like many other readers, just want to focus on a specific topic and get started fast. This book is part of a series entitled A Quick Guide To, and does just this. In this book series, you have the opportunity to get started on a specific topic in less than 60 minutes, delving right into the information that you really need. Of course, you can, after reading this book, move-on to more comprehensive books; however, quite often, you may have little time to complete a project or to get comfortable with a topic fast. In this book entitled A Quick Guide to Card Games with Unity, you will discover how to create most of the features found in card games by using simple techniques , and you will learn and practice as you go. By following the techniques and suggestions described in this short book, I can promise you that you will get started very fast and create a simple card matching game. Along the way, you will also learn about C#, sprites, and events and combine these skills to create a card game. Content and structure of this book In this book, you will learn about card games with Unity, including: - Setting-up the interface. - Creating a game manager. - Adding multiple cards automatically. - Associating the correct image to each card. - Shuffling the cards. - Allowing the player to choose and move cards. - Checking for a match The main idea behind this book is to help you to get started quickly with card games. So, if you want to start creating challenging games with simple, yet effective techniques : download this book now!



Unity From Zero To Proficiency Proficient


Unity From Zero To Proficiency Proficient
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Author : Patrick Felicia
language : en
Publisher: Patrick Felicia
Release Date : 2019-10-15

Unity From Zero To Proficiency Proficient written by Patrick Felicia and has been published by Patrick Felicia this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-10-15 with Computers categories.


First Edition, Published in September 2019 Content and structure of this book In this book, the fifth book in the series, you will become comfortable with creating your own RPG. If you were ever interested in creating systems for your game to speed-up your coding and create and maintain levels easily, then this book is for you. The book includes a list of the learning objectives at the start of each chapter, step-by-step activities, and quizzes to test your knowledge, and the content of each chapter is as follows: - Chapter 1 gives an introduction to the RPG genre. You will learn the design principles that will help you to speed-up your development process. - Chapter 2 helps you to create and animate your main 3D character, add a camera that will follow this character as well as a mini-map. You will also learn to use ProBuilder to create a village. - Chapter 3 explains how to create a dialogue system from an XML file, and how to integrate it seamlessly into your game. - Chapter 4 explains how you can create a simple inventory system and use it to collect, store, and use items that you will find in your quest. - Chapter 5 shows you how to create a shop where the player can buy items that will then be added to the inventory. - Chapter 6 explains how you can create different types of animated and intelligent NPCs that will challenge the player. - Chapter 7 explains how you can create a quest system based on an XML file to manage the objectives for each of your levels. You will learn to read, and use this file for your game. - Chapter 8 explains how you can create an XP attribution system where the player can use the Xps gained in the previous level to increase his/her skills (e.g., accuracy, power, etc.) - Chapter 9 shows you how you can create a maze randomly using a procedural method so that the maze is different every time the game is played. - Chapter 10 combines the skills that you have learned so far to create a final level where the player needs to eliminate guards, collect gold, and also defeat the boss. After reading this book you will become a better game programmer, improve your knowledge of coding and unity, understand how to make a more complex product, learn some techniques to make an RPG game more modular, especially the quest system, use reusable code/assets that you can employ in your own game, create an inventory for your characters and much more... If you want to get started with your first RPG in Unity and learn reusable systems for your other games, using a tried-and-tested method: buy this book now!