Book Image

Unity 5.x 2D Game Development Blueprints

By : Francesco Sapio
Book Image

Unity 5.x 2D Game Development Blueprints

By: Francesco Sapio

Overview of this book

Flexible, powerful, and full of rich features, Unity 5 is the engine of choice for AAA 2D and 3D game development. With comprehensive support for over 20 different platforms, Unity boasts a host of great new functions for making 2D games. Learn how to leverage these new options into awesome 2D games by building three complete game projects with the Unity game tutorials in this hands-on book. Get started with a quick overview of the principle concepts and techniques needed for making 2D games with Unity, then dive straight in to practical development. Build your own version of Super Mario Brothers as you learn how to animate sprites, work with physics, and construct brilliant UIs in order to create a platformer game. Go on a quest to create a RPG game discovering NPC design, event triggers, and AI programming. Finally, put your skills to the test against a real challenge - designing and constructing a complex strategy game that will draw on and develop all your previously learned skills.
Table of Contents (15 chapters)
Unity 5.x 2D Game Development Blueprints
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface

The game


In this chapter, the goal for our game is to apply the walk animation when the player is moving. Furthermore, we will prepare the jump animation for the next chapter. To achieve that, we need to set up the rest of the transitions.

In the Animator window, let's add a new transition from WalkAnim to Idle and name it StopWalking. Then, we need to add a condition that will trigger the transition. This transition will use the parameter PlayerSpeed so that when its value becomes less than one the transition is triggered.

Now that the transitions between Idle and WalkAnim are ready, let's do the same to the JumpAnim state.

We need to make a transition from the Idle state to the JumpAnim state and vice-versa; we will name them StartJump and EndJump, respectively.

However, we are going to need another parameter to see if the player is currently jumping. We can do this by adding another parameter named Jump as a Boolean in the Animator window and set it to false.

This is what the Animator window...