Book Image

Mastering Unity 2D Game Development - Second Edition

By : Ashley Godbold, Simon Jackson
Book Image

Mastering Unity 2D Game Development - Second Edition

By: Ashley Godbold, Simon Jackson

Overview of this book

The Unity engine has revolutionized the gaming industry, by making it easier than ever for indie game developers to create quality games on a budget. Hobbyists and students can use this powerful engine to build 2D and 3D games, to play, distribute, and even sell for free! This book will help you master the 2D features available in Unity 5, by walking you through the development of a 2D RPG framework. With fully explained and detailed C# scripts, this book will show you how to create and program animations, a NPC conversation system, an inventory system, random RPG map battles, and full game menus. After your core game is complete, you'll learn how to add finishing touches like sound and music, monetization strategies, and splash screens. You’ll then be guided through the process of publishing and sharing your game on multiple platforms. After completing this book, you will have the necessary knowledge to develop, build, and deploy 2D games of any genre!
Table of Contents (20 chapters)
Mastering Unity 2D Game Development - Second Edition
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface

Audio listeners and audio sources


To have audio in your scene you need at least two objects: an audio source and an audio listener. The audio source is the object that emits the sound and the audio listener is the object that receives the sound.

Any object in your scene can be turned into an audio source or listener by attaching the corresponding component to it. However, you will notice that the Main Camera always comes with an Audio Listener component automatically added to it when a new scene is created. The following screenshot shows the Inspector for the Main Camera from our BattleScene:

Since we will be working in a 2D game the object that we use as our audio source is not terribly important. If we were working in a 3D game and wanted our sound to be 3D (that is, the distance the object is away from the audio listener will affect the sound's volume), we'd want the object actually making the sound to be the audio source.

My preference is to have two objects in my game that are carried...