Book Image

Unity 5.x 2D Game Development Blueprints

By : Francesco Sapio
Book Image

Unity 5.x 2D Game Development Blueprints

By: Francesco Sapio

Overview of this book

Flexible, powerful, and full of rich features, Unity 5 is the engine of choice for AAA 2D and 3D game development. With comprehensive support for over 20 different platforms, Unity boasts a host of great new functions for making 2D games. Learn how to leverage these new options into awesome 2D games by building three complete game projects with the Unity game tutorials in this hands-on book. Get started with a quick overview of the principle concepts and techniques needed for making 2D games with Unity, then dive straight in to practical development. Build your own version of Super Mario Brothers as you learn how to animate sprites, work with physics, and construct brilliant UIs in order to create a platformer game. Go on a quest to create a RPG game discovering NPC design, event triggers, and AI programming. Finally, put your skills to the test against a real challenge - designing and constructing a complex strategy game that will draw on and develop all your previously learned skills.
Table of Contents (15 chapters)
Unity 5.x 2D Game Development Blueprints
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface

Towers


In this section, we will learn how to create the towers of our game. In fact, these are so important that they even give their name to this sub-genre of games.

Creating the tower prefab

As we did for the bullet, the first thing to do is to create the prefab for our tower. Therefore, again we need to create a new Sprite by right-clicking on the Hierarchy panel and then clicking on 2D Object | Sprite.

We have to assign the graphic to the tower, and it can be found in the package. Since there is more than one tower, because the player has the ability to upgrade the tower, we can choose the starting one. It can be found with the following filename: castle_1. This is what it looks like:

Probably, we will need to scale it to fit the map. By using the assets of this chapter, we can set all the scale vectors to 2. Furthermore, we have to set the Z-axis of the position to -3. As usual, it's good practice to rename the GameObject to Tower, and thus, in the end, the Inspector should appear like...