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 11. Scripting Victory and Defeat

In Chapter 10, Scripting Our Points System, we designed, scripted, and implemented our game's point system. We made changes to the appropriate GameObjects and wrote several scripts to manage the point system. We ensured the points were updated on our Head's-Up Display (HUD) for each frame of the game. In addition, we added the ability for the Cucumber Man to collect cherries from the cherry trees and use them as weapons against the Cucumber Beetles. 

In this chapter, we will design and script our game's victory and defeat conditions. We will update the scripts we created in other chapters to manage the Cucumber Man's health, providing frame-by-frame onscreen updates and ensuring a player life is lost when the health runs out. We will manage, through scripts, the lives remaining. We will also design and script the respawning of our player character.

Specifically, we will cover the following in this chapter:

  • Designing the defeat and victory conditions
  • Updating...