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 (10 chapters)
9
Index

Polishing


In this section, we'll add the final touches to the game. First on the agenda is to fix the game background! Until now, the background has simply displayed the default background color associated with the game camera. However, as the game is set in space, we should display a space background. To do this, create a new Quad object in the Scene that'll display a space image. Navigate to GameObject | 3D Object | Quad from the menu. Then rotate the object and move it downward so that it displays a flat, vertically-aligned backdrop. You may need to scale the object to look correct. See Figure 4.39:

Figure 4.39: Creating a backdrop for the level and building a Quad

Now, drag and drop the space texture from the Project panel to Quad in the Scene to apply it as a material. Once assigned, select the Quad and change the Tiling settings from the material properties in the Object Inspector. Increase the X and Y tiling to 3. See Figure 4.40:

Figure 4.40: Configuring the texture tiling

If texture...