Book Image

Unity 2017 2D Game Development Projects

By : Francesco Sapio, Lauren S. Ferro
Book Image

Unity 2017 2D Game Development Projects

By: Francesco Sapio, Lauren S. Ferro

Overview of this book

<p>2D games are everywhere! Timeless and popular, 2D games represent a substantial segment of the games market. The Unity engine has revolutionized the gaming industry, by making it easier for game developers to create quality games on a budget. If you are looking for a guide to create 2D games using Unity 2017, look no further. With this book, you will learn all the essentials of 2D game development by creating three epic games in a step-by-step manner throughout the course of this book. </p><p> </p><p>The first game will have you collecting as many cakes as possible. The second will transport you to outer space to traverse as far as possible while avoiding enemy spaceships. The last game will have you running and jumping across platforms to collect coins and other exotic items. </p><p> </p><p>Throughout all these three games, you will create characters, make them move, and create some enemies. And then, of course, write code to destroy them!. After showing you the necessities of creating a game, this book will then help you to porting the game to a mobile platform, and provide a path to publish it on the stores. </p><p> </p><p>By the end of this book, you will not only have created three complete great games, but be able to apply your knowledge to create and deploy your own games.</p>
Table of Contents (14 chapters)

Player Controller

In the previous section, we implemented a script to move the character. However, if we hit Play, the character won't move, aside from idling. The reason lies in the fact that we have two functions to move the character, but no script calls them. If you go back to the Control Scheme section, you see that we need a Player Controller (or a UI interface in case of mobile games, but we will explore that later in Chapter 12, The Nature of Export), which sends the input to the Player. In this section, we are going to implement that script.

Create a new C# script and name it PlayerController. The script per se is very simple; however, we want to compile it only if the game is running either in the Editor or on a standalone version of the game (such as on Windows or macOS). As a result, we need to use compiler directives. So, after the name of the class, let&apos...