Book Image

Ouya Unity Game Development

By : Gary Riches
Book Image

Ouya Unity Game Development

By: Gary Riches

Overview of this book

Ouya is a microconsole running its own version of the Android operating system. The console features an exclusive Ouya store for applications and games designed specifically for the Ouya platform. It runs a modified version of Android 4.1 Jellybean, and is open to rooting without voiding the warranty. All systems can be used as development kits which allow any Ouya owner to be a developer without any licensing fee. Ouya Unity Game Development offers detailed, easy-to-follow, step-by-step instructions which will help you learn the ins and outs of Ouya development in Unity.From connecting your device with Android Debug Bridge to publishing it on the Ouya Developer Portal, this book will explain the processes involved in creating a game from scratch. As you progress through the book, you will learn about scenes, prefabs, sounds, models, and animations. By the end of the seventh chapter, you will have a 3D game with multiple levels, the possibility of in-app purchases, and controller support that runs on both the Ouya and an Android phone. Starting with an introduction to Ouya, you will learn how to set up an environment and render game levels on Ouya. You will learn how to change levels and how to save the current level. You will then dive into Ouya controller integration and character animation. This book will also teach you the workings of audio source components, and will show you how to add textures to prefabs. Finally, you will learn how you can monetize the game. By the end of this book, you will have the game running on Ouya and geared up to create games on your own.
Table of Contents (15 chapters)
Ouya Unity Game Development
Credits
About the Author
Acknowledgment
About the Reviewers
www.PacktPub.com
Preface
Index

Making the camera move


The first thing you hopefully noticed when we tested the scene in the previous chapter was that we were just looking in to the distance at nothing. That won't do for a game, traditionally the camera follows the player around the level and responds to their movements. The character in our game at the moment is represented by a blue cube, in our BuildLevel method of our Sokoban script, we assign a name to the player when we instantiate it; to refresh your memory the code in question is as follows:

thePlayer = Instantiate(player,new Vector3 (i,0, j),Quaternion.identity) as Transform;
thePlayer.name = "Player";

Giving the instantiated GameObject a name of Player means we will be able to address the Player game object from other scripts when we need to reference it.

Let's create a new script for making the Main Camera focus on the player and rotate according to the player's orientation. Right-click on the Scripts folder that you created earlier and then click on Create and...