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

Adding background music


To begin, I grabbed the song Bit Shift by Kevin MacLeod over at incompetech.com. If you go to the site, select Get Started with Music and you can search by mood, genre, and other properties. You can also search for the name of the song to download the one I am using. I chose this song because it reminds me a lot of Phantasy Star on the Sega Master System, which is one of my all-time-favorite games. But I digress. Add whichever song you choose to the Assets/Audio/Music folder.

We are going to just have this one song play throughout all of our scenes. This means that we need to create an object that starts playing the music at our initial scene and then doesn't destroy when a new scene loads. Placing this object in a scene and telling it not to destroy when we go to new scenes works great, except for one problem; if you return back to the initial scene, the sound will duplicate and each time you return to the scene it will add a new instance of the song. We could accomplish...