Book Image

Unity 2020 By Example - Third Edition

By : Robert Wells
Book Image

Unity 2020 By Example - Third Edition

By: Robert Wells

Overview of this book

The Unity game engine, used by millions of developers around the world, is popular thanks to its features that enable you to create games and 3D apps for desktop and mobile platforms in no time. With Unity 2020, this state-of-the-art game engine introduces enhancements in Unity tooling, editor, and workflow, among many other additions. The third edition of this Unity book is updated to the new features in Unity 2020 and modern game development practices. Once you’ve quickly got to grips with the fundamentals of Unity game development, you’ll create a collection, a twin-stick shooter, and a 2D adventure game. You’ll then explore advanced topics such as machine learning, virtual reality, and augmented reality by building complete projects using the latest game tool kit. As you implement concepts in practice, this book will ensure that you come away with a clear understanding of Unity game development. By the end of the book, you'll have a firm foundation in Unity development using C#, which can be applied to other engines and programming languages. You'll also be able to create several real-world projects to add to your professional game development portfolio.
Table of Contents (16 chapters)

Creating the score system

We want to be able to assign a point value to each enemy and have a visible score increase with each kill. This goal can be split into two tasks: first, we need the UI to display the score and second, we need logic to track the current score and push any changes to the UI. As the second task (the score logic) requires the UI, we'll start by creating an interface to display the score before moving on to the logic.

Implementing the score UI

UI is an acronym for user interface and refers to all the 2D graphical elements that sit atop the game window and provide information to the player:

  1. Create a new UI Canvas object by selecting GameObject | UI | Canvas from the application menu.
  2. The Canvas object defines the total surface or area in which the UI lives, including all buttons, text, and other widgets. Initially, the Canvas object may be too large or too small to be seen clearly in the viewport, so select the Canvas object in the Hierarchy...