Book Image

Building an RPG with Unity 2018 - Second Edition

By : Vahé Karamian
Book Image

Building an RPG with Unity 2018 - Second Edition

By: Vahé Karamian

Overview of this book

In a role-playing game (RPG), users control a character, usually in the game's imaginary universe. Unity has become a top choice for developers looking to create these kinds of immersive RPGs. Building an RPG with Unity 2018, based on building some of the most common RPG features, teaches you tips, tricks, and techniques that can be applied to your own game. To start with, the book guides you through the fundamentals of role-playing games. You will learn the necessary aspects of building an RPG, such as structuring the game environment, customizing characters, controlling the camera, and designing other attributes such as inventory and weapons. You will also explore designing game levels by adding more features. Once you have understood the bigger picture, you will understand how to tackle the obstacles of networking in Unity and implement multiplayer mode for your RPG games. By the end of the book, you will be able to build upon the core RPG framework elements to create your own immersive games.
Table of Contents (16 chapters)
Title Page
Copyright and Credits
Dedication
Packt Upsell
Contributors
Preface
Index

Character motion


Traditionally, the motion and movement of the characters were done separately through code. With the introduction of Mecanim, you are now able to apply what is called Root Motion. This modifies the character's in-game transform based on the data in root motion.

We are going to use root motion for our characters. Root motion works with the Animator Controller and the Animation State Machine. The Body Transform and Orientation are stored in the Animation Clip. This makes it easier to create a state machine that plays the appropriate animation clip through the Animator Controller.

Animator Controller

In this section, we will use the new Animator Controller to create our character states and determine the criteria for a change of states. Let's make a new folder in the Project window and name it Animator. Select the newly created folder.

To create an Animator Controller, in the Project window, right-click and select Create | Animator Controller. Give it a name. I have called mine...