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

Creating confetti Particle Effect


For the confetti, we create a Particle System as usual. For the initial values, we keep the position to be 0,0,-7.5. For rotation and scale value, we keep at default.

We keep the duration at 4 and uncheck the Looping option as we don't want the confetti to be created over and over. Start Delay is set to 0.

Start Speed is set to 5 and 3D Start Size is set to 0.25 in the X, Y, and Z directions. The 3D Start Rotation option is disabled. Start Rotation and Randomize Rotation are set to 0.

Start Color is set to randomize between two colors, red and blue. Gravity Multipler is set to 0.125, and we want the confetti to fall down after it has reached its maximum height.

The rest of the initial values are set to default:

Emission is set to 20 for Rate over Time, and Shape is set to Cone.

To make the confetti more colorful and also change color over time, the color over lifetime is changed. So, change it to your needs. The Color over Speed parameter is also changed similarly...