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.
Unity 5.x By Example
Credits
www.PacktPub.com
Preface
Free Chapter
The Coin Collection Game – Part 1
Project A – the Collection Game Continued
Project B – the Space Shooter
Continuing the Space Shooter
Project C – a 2D Adventure
Continuing the 2D Adventure
Project D – Intelligent Enemies
Continuing with Intelligent Enemies
Index

Collecting coins

Previously, we developed a coin counting variable telling us how many coins are in the scene. However, regardless of the count, the player still can't collect the coins during gameplay. Let's fix this now. To start, we need to think about collisions. Thinking carefully, we know that a coin is considered collected whenever the player walks into it, that is, a coin is collected when the player and the coin intersect or collide.

To determine when a collision happens like that, we must approximate the volume of both the player and coin in order to determine when the two volumes overlap in space. This is achieved in Unity through colliders. Colliders are special physics objects attached to meshes. They tell us when two meshes intersect. The `FPSController` object (First-person controller) already has a collider on it, through its Character Controller component. This approximates the physical body of a generic person. This can be confirmed by selecting `FPSController` in the Scene...