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

Effectors


Imagine our hero is crossing an enchanted room, so he starts to float due a powerful spell. In this case, while the hero is within this room, gravity should be contrasted by a (magical) force. As a result, we need to specify that in that room, there is a force that makes our hero levitate.

Similarly, imagine the hero drops a box in a lake. The box doesn't sink at the same velocity as it falls; moreover, it might float. Therefore, in our game, we need to specify that the region delimited by the lake has special physical properties.

There are some special regions of the game world where the physical laws could be different from the rest of the game world; in Unity, these regions can be specified with effectors

In Unity, this can be achieved by using effectors. Effectors are some components that affect the behaviour of rigidbodies in certain region of the game world. They are really different from each other, because they do different things, although the core concept is the same: they...