Book Image

Unity 5.x By Example

By : Alan Thorn
Book Image

Unity 5.x By Example

By: Alan Thorn

Overview of this book

Unity is an exciting and popular engine in the game industry. Throughout this book, you’ll learn how to use Unity by making four fun game projects, from shooters and platformers to exploration and adventure games. Unity 5 By Example is an easy-to-follow guide for quickly learning how to use Unity in practical context, step by step, by making real-world game projects. Even if you have no previous experience of Unity, this book will help you understand the toolset in depth. You'll learn how to create a time-critical collection game, a twin-stick space shooter, a platformer, and an action-fest game with intelligent enemies. In clear and accessible prose, this book will present you with step-by-step tutorials for making four interesting games in Unity 5 and explain all the fundamental concepts along the way. Starting from the ground up and moving toward an intermediate level, this book will help you establish a strong foundation in making games with Unity 5.
Table of Contents (15 chapters)
Unity 5.x By Example
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Chapter 2. Project A – the Collection Game Continued

This chapter continues from the previous one by building a collection game with Unity. In this game, the player wanders an environment in first-person mode, searching for and collecting all coins in a scene before a global timer expires. If all coins are collected before timer expiry, the game is won. However, if the timer expires before all coins are collected, the game is lost. The project created so far features a complete environment, with a floor, props, and water, and it also features a first-person controller along with a basic coin object, which looks correct in shape and form but still cannot be collected.

This chapter completes the project by creating a coin object to collect and adding a timer system to determine whether the total game time has elapsed. In essence, this chapter is about defining a system of logic and rules governing the game. To achieve this, we'll need to code in C# and so this chapter requires a basic understanding...