Book Image

Getting Started with Unity 2018 - Third Edition

By : Dr. Edward Lavieri
Book Image

Getting Started with Unity 2018 - Third Edition

By: Dr. Edward Lavieri

Overview of this book

The Unity game engine has revolutionized the gaming industry with its complete set of intuitive tools and rapid workflows, which can be used to create interactive 3D content. With Unity, you can scaffold your way from the basics and make make stunning interactive games. This book will guide you through the entire process of creating a 3D game, from downloading the Unity game engine to publishing your game. It not only gives you a strong foundation, but puts you on the path to game development. Beginning with an overview of the Unity engine and its interface, you will walk through the process of creating a game environment and learn how to use built-in assets, as well as assets created with third-party 3D modeling tools such as Blender. Moving on, you will create custom scripts to control non-player character behaviors and gameplay. You will master exciting concepts such as Heads-Up-Displays, mini-maps, game navigation, sound effects, and lighting effects. Next, you’ll learn how to create your first VR experience, right from setting up the project to image effects. You'll be familiarized with all the tools that Unity has to offer to create your own immersive VR experiences. Each section is a stepping stone toward the completion of the final game. By the end of the book, you'll have learned advanced topics such as cross-platform considerations which enable your games to run on multiple platforms.
Table of Contents (21 chapters)
Title Page
Packt Upsell

Chapter 10. Scripting Our Points System

In the last chapter, we designed, developed, and incorporated a Heads-Up Display (HUD) in our game. We used a canvas game object to create text and graphics that provide visual indicators of points, health, and additional information to help the player maintain situational awareness during game play. In addition, we wrote scripts to update key components of the HUD. We also implemented a mini-map using a second camera in our game scene.

In this chapter, we will design, script, and implement our game's point system. This will include providing frame-by-frame updates to key on-screen components of the game's HUD.

Specifically, we will write scripts for the following in this chapter:

  • Collecting cherries from trees
  • Adding the cherry-throwing capability
  • Adding points based on cherry collection and combat hits