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

Adding points based on cherry collection and combat hits

In this section, we will edit the appropriate scripts so that the Cucumber Man can earn points, related to cherries, based on the following criteria:

In-game event


Cucumber Man picks cherry

+ 5

Cucumber Man hits beetle with cherry

+ 10

Creating a points manager script

In this section, we will create and edit a script to manage our points and to display them on our game's HUD. Here are the steps:

  1. In the Hierarchy panel, select the HUD_Canvas | Score_Value
  2. In the Inspector panel, click the Add Component button
  3. Select New Script and name the script PointsManager
  4. In the Project panel, click Favorites | All Scripts
  5. Drag the PointsManager script to the Assets | Custom Scripts folder
  6. Double-click the PointsManager script to open it in an editor
  7. Edit the script so that it matches the following code

The first section of the code contains the namespace import statements and the PointsManager class declaration:

using System.Collections;
using System.Collections...