Book Image

Unity 2018 By Example - Second Edition

Book Image

Unity 2018 By Example - Second Edition

Overview of this book

Unity is the most exciting and popular engine used for developing games. With its 2018 release, Unity has become the primary source of both game development and virtual reality content. In Unity 2018 By Example, you’ll learn how to use Unity in order to make amazing games from popular genres - from action shooters to mind-bending puzzle games to adventure and Virtual Reality (VR) games. Even if you have no previous experience of using Unity, this book will help you understand the toolsets it provides in depth. In addition to this, you'll understand how to create time-critical collection games, twin-stick space shooters, platformers, and action-fest games with intelligent enemies. Finally, you'll get to grips with creating VR games with the new toolsets introduced by Unity to help you develop amazing VR experiences. To make things easier, you will be provided with step-by-step tutorials for making five great games in Unity 2018, along with a detailed explanation of all the fundamental concepts. By the end of this book, you’ll have established a strong foundation in making games with Unity 2018.
Table of Contents (16 chapters)
Unity 2018 By Example - Second Edition
Contributors
Preface
Other Books You May Enjoy
Index

Configuring the game camera


The preceding code allows you to control the Player object, but there are some problems. One of them is that the player doesn't seem to face the position of the mouse cursor, even though our code is designed to achieve this behavior. The reason is that the camera, by default, is not configured as it needs to be for a top-down 2D game. We'll fix this in this section. To get started, the scene camera should have a top-down view of the scene.

To achieve this, switch the Scene viewport to a top-down 2D view by clicking on the ViewCube, the up arrow in the top right corner of the Scene viewport. This switches your viewport to a top view. See Figure 3.17:

Figure 3.17: The viewcube can change the viewport perspective

You can see that the viewport is in a top view because the viewcube will list Top as the current view. See Figure 3.18:

Figure 3.18: Top view in the Scene viewport

From here, you can have the scene camera conform to the viewport camera exactly, giving you an...