Book Image

Mastering Android Game Development with Unity

By : Siddharth Shekar
Book Image

Mastering Android Game Development with Unity

By: Siddharth Shekar

Overview of this book

Game engines such as Unity are the power-tools behind the games we know and love. Unity is one of the most widely-used and best loved packages for game development and is used by everyone, from hobbyists to large studios, to create games and interactive experiences for the Web, desktop, mobile, and console. With Unity's intuitive, easy-to-learn toolset and this book, it's never been easier to become a game developer. You will begin with the basic concepts of Android game development, a brief history of Android games, the building blocks of Android games in Unity 5, and the basic flow of games. You will configure an empty project for the Jetpack Joyride Clone Game, add an environment and characters, and control them. Next you will walk through topics such as particle systems, camera management, prefabs, animations, triggers, colliders, and basic GUI systems. You will then cover the basic setup for 3D action fighting games, importing models, textures and controlling them with a virtual on-screen joystick. Later you will set up Scene for 3D Configuration, create basic gameplays, and manage input controls. Next you will learn to create the interface for the main menu, gameplay, game over, achievements, and high score screens. Finally you will polish your game with stats, sounds, and Social Networking, followed by testing the game on Android devices and then publishing it on Google Play, Amazon, and OUYA Stores.
Table of Contents (15 chapters)
Title Page
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Customer Feedback
Preface

Player Animation Controller


To create a new Animation Controller right-click on the Assets folder in the project, select the Create option, and then select Animation Controller from the list:

Rename the file to dudeAC and double-click on it:

When you double-click on it, a new panel will open up called Animation, as shown in the following screenshot:

The Animation Controller basically controls the flow of the animation. There are three states that are added in by default; these are Entry, Any State, and Exit:

  • The Entry state specifies which animation will be played at the start of the scene. So, in most cases the first animation that gets played is the idle animation.
  • The Any State specifies which animation needs to be executed irrespective of the previous animation that is being played.
  • The Exit state is the animation that is played at the exit of the scene.

Let's set up the states for the player, which will be the same setup for the enemy as well.

First, we will create the default animation so...