Book Image

Getting Started with Unity 5.x 2D Game Development

By : Francesco Sapio
Book Image

Getting Started with Unity 5.x 2D Game Development

By: Francesco Sapio

Overview of this book

Want to get started in the world of 2D game development with Unity? This book will take your hand and guide you through this amazing journey to let you know exactly what you need to build the games you want to build, without sacrificing quality. You will build a solid understanding of Unity 5.x, by focusing with the embedded tools to develop 2D games. In learning about these, along with accurate explanations and practical examples, you will design, develop, learn how to market and publish a delectable Tower Defense game about cupcakes versus pandas. Each chapter in this book is structured to give you a full understanding on a specific aspect of the workflow pipeline. Each of these aspects are essential for developing games in Unity. In a step-by-step approach, you will learn about each of the following phases: Game Design, Asset Importing, Scripting, User Interfaces, Animations, Physics, Artificial Intelligence, Gameplay Programming, Polishing and Improving, Marketing, Publishing and much more. This book provides you with exercises and homework at the end of each chapter so that you can level up your skills as a Unity game developer. In addition, each of these parts are centered on a common point of discussion with other learners just like you. Therefore, by sharing your ideas with other people you will not only develop your skills but you will also build a network.
Table of Contents (16 chapters)
Getting Started with Unity 5.x 2D Game Development
Credits
About the Author
Acknowledgment
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Unfolding the map


We are finally ready to place the 2D map in our scene.

In the previous chapter, we have set the resolution to 16:9. Therefore, the maps that we will find in our packages are ready to use.

Let's start by dragging the sugar_mountain_map Sprite from the Graphics/maps folder into our scene. We need to place it in (0,0,0). Please note that the z axis is set to zero.

It is a perfect map for what we need. For example, on the left side, there is the beginning of the path that the sweet-tooth pandas will follow. At the end of the path, there is the Sugar castle that the player needs to protect. Furthermore, there is enough space at the top to implement our user interface in Chapter 3, Communicating with the Player - the User Interface.

The next step is to modify the camera settings. What we want to do is to fit the entire map in the Camera view. To achieve this, just modify the Size properties to 22.5 as shown here:

As a result, our map will be perfectly centered in the Camera view....