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

Timers and countdowns


You should now have a level complete with geometry and coin objects. Thanks to our newly added Coin.cs script, the coins are both countable and collectible. Even so, the level still poses little or no challenge to the player because there's no way the level can be won or lost. Specifically, there's nothing for the player to achieve. This is why a time limit is important for the game: it defines a win and loss condition. Namely, collecting all coins before the timer expires results in a win condition and failing to achieve this results in a loss condition. Let's get started at creating a timer countdown for the level. To do this, create a new and empty game object by selecting GameObject | Create Empty and rename this to LevelTimer. See Figure 2.25:

Figure 2.25: Renaming the timer object

Note

Remember that empty game objects cannot be seen by the player because they have no mesh renderer component. They are especially useful to create functionality and behaviors that don...