Book Image

Learning C# by Developing Games with Unity 5.x - Second Edition

Book Image

Learning C# by Developing Games with Unity 5.x - Second Edition

Overview of this book

Unity is a cross-platform game engine that is used to develop 2D and 3D video games. Unity 5 is the latest version, released in March 2015, and adds a real-time global illumination to the games, and its powerful new features help to improve a game’s efficiency. This book will get you started with programming behaviors in C# so you can create 2D games in Unity. You will begin by installing Unity and learning about its features, followed by creating a C# script. We will then deal with topics such as unity scripting for you to understand how codes work so you can create and use C# variables and methods. Moving forward, you will find out how to create, store, and retrieve data from collection of objects. You will also develop an understanding of loops and their use, and you’ll perform object-oriented programming. This will help you to turn your idea into a ready-to-code project and set up a Unity project for production. Finally, you will discover how to create the GameManager class to manage the game play loop, generate game levels, and develop a simple UI for the game. By the end of this book, you will have mastered the art of applying C# in Unity.
Table of Contents (20 chapters)
Learning C# by Developing Games with Unity 5.x Second Edition
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Instantiating


I have used the word Instantiate a few times before. What does it mean? Instantiating simply means creating a copy of the object. Yet again, I encourage you to go back to Scripting Reference and read about Instantiate.

Line 36 is where we are using Instantiate:

LevelPiece piece = (LevelPiece)Instantiate(levelPrefabs[randomIndex]);

In this line, we are creating a copy of one of the levelPrefabs elements stored under the randomIndex value. We assign the instantiated object straightaway to the local piece variable. So basically, this is the line that creates an exact copy of the prefab and places it in the scene.

When instantiating a game object, we are creating a copy of the object. Unity, however, doesn't copy its parent assignment, so the instantiated object will be created on top of the hierarchy. To correct this, we set the parent to the piece object using the transform.SetParent function on line 37.

Great! We know how to create a copy of a game object and assign a parent to it...