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Table Of Contents
Unity 2022 Mobile Game Development - Third Edition
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We want our game to be endless, but in order to achieve that, we will need to have pieces that we can spawn to build our environment; let’s do that now:
Left Wall.1, 2, 10). From there, select the Move tool by clicking on the button with arrows on the tools overlay or by pressing the W key.Note
A recent addition to Unity is the concept of Overlays, which have replaced the original toolbar. For more information about them and how to use them, check out https://docs.unity3d.com/2022.1/Documentation/Manual/overlays.html.
For more information on Unity’s built-in shortcuts, check out https://docs.unity3d.com/Manual/UnityHotkeys.html.
3, 0.95, 0):
Figure 1.16 – Left Wall setup
Note
For more information on moving objects through the scene, including more details on Vertex Snap mode, check out https://docs.unity3d.com/Manual/PositioningGameObjects.html.
-3, 0.95, 0), naming it Right Wall:
Figure 1.17 – Right Wall setup
As you can see in the preceding screenshot, we now protect the player from falling off the left and right edges of the play area. Due to how the walls are set up, if we move the Floor object, the walls will move as well.
Note
For information on moving Unity’s camera or navigating to the Scene view, check out https://docs.unity3d.com/Manual/SceneViewNavigation.html.
The way this game is designed, after the ball rolls past a single tile, we will no longer need it to be there anymore. If we just leave it there, the game will get slower over time due to us having so many things in the game environment using memory, so it’s a good idea to remove assets we are no longer using. We also need to have some way to figure out when we should spawn new tiles to continue the path the player can take.
Tile End.7, 2, 1) to fit the size of the space the player can walk in. Note that there is a green box around that space showing where collisions can take place. Set the Position property to (0, 1, 10) to reach past the end of our tile. Finally, check the Is Trigger property so that the collision engine will turn the collider into a trigger, which will be able to run code events when it is hit, but will not prevent the player from moving through it:
Figure 1.18 – Caption
As I mentioned briefly before, this trigger will be used to tell the game that our player has finished walking over this tile. This is positioned past the tile due to the fact that we want to still see tiles until they pass what the camera can see. We’ll tell the engine to remove this tile from the game, but we will dive more into that later on in the chapter.
Basic Tile. Set the Position values of this new object to (0, 0, 0).0, 0, -5). As you can see in the following screenshot, now the entire tile will shift back:
Figure 1.19 – Shifting the tile back
Next Spawn Point, and set its Position values to (0, 0, 5).Note
Note that when we modify an object that has a parent, the position is relative to the parent, not its world position.
As you can see, the spawn point position will now be on the edge of our current title:
Figure 1.20 – Next Spawn Point position
From the Project window, go to the Assets folder and then create a new folder called Prefabs. Then, drag and drop the Basic Tile object from the Hierarchy window to the Project window inside the Prefabs folder. If the text for the Basic Tile name in the Hierarchy window becomes blue, we will know that it was made correctly:
Figure 1.21 – Basic Tile Prefab created
We now have a tile prefab that we can create duplicates of through code to extend our environment.