Book Image

Unity 3 Game Development HOTSHOT

By : Jate Wittayabundit
Book Image

Unity 3 Game Development HOTSHOT

By: Jate Wittayabundit

Overview of this book

<p>Unity 3d is the game engine of choice for creating professional looking games at no cost. Its combination of powerful tools and outstanding community support make it the natural choice for experienced and aspiring game developers. <br /><br />Unity3D Game Development Hotshot will show you how to exploit the full array of Unity3Dtechnology in order to create an advanced gaming experience for the user. It has eight exciting and challenging projects with step- by-step explanations, diagrams, screenshots, and downloadable materials.<br /><br />Every project is designed to push your Unity skills to the very limits and beyond. You will create a hero/heroine for a role playing game. Create a menu for the RPG game allowing you to customize your character with powerups, armor, and weapons. You will shade, model, rig, and animate your hero/heroine. The end result will be a&nbsp; character on the level of Final Fantasy, far superior to a simple sprite.<br /><br />Now for some damage - rocket launchers! Typically the most powerful weapons in any first person shooter, you will create a rocket launcher that has fire and smoke particles and most importantly causes splash damage for that all important area effect. Create AI controlled enemies for your hero/heroine to eliminate with the rocket launcher. Forge&nbsp; a destructible&nbsp; interactive world so if the rocket launchers miss their target they will at least cause significant damage to the surrounding environment. Learn to save and load your game so you can take a break from the action for life’s necessities like going to the bathroom. Incorporate social gaming by uploading scores online so everyone can see the carnage.</p>
Table of Contents (19 chapters)
Unity 3 Game Development HOTSHT
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Creating a rockslide and trigger area


In the last section we created the destructible wall object, which contains four cubes, each with the Rigidbody and Box Collider attached to it, and we can shoot to break it.

In this last section, we will create the rockslide that the rock will fall on when the player hits the trigger area and creates the Rocks and TriggerArea script to enable and disable the Rockslide object.

Prepare for Lift Off

Go to GameObject | Create Empty to create the empty game object and name it Rockslide and reset its position to X: 0, Y: 0, Z: 0.

Then, create another empty game object by going to GameObject | Create Empty; name it Break and drag it inside the Rockslide, as shown in the following screenshot:

Next, create two cube objects, which will be the static object to make it look like some part of the rock is still stuck to the terrain, and the trigger area to make the rock fall down when the player hits it. Before we start, we need to reset the Transform of the Break game...