Book Image

Getting Started with Unity 5.x 2D Game Development

By : Francesco Sapio
Book Image

Getting Started with Unity 5.x 2D Game Development

By: Francesco Sapio

Overview of this book

Want to get started in the world of 2D game development with Unity? This book will take your hand and guide you through this amazing journey to let you know exactly what you need to build the games you want to build, without sacrificing quality. You will build a solid understanding of Unity 5.x, by focusing with the embedded tools to develop 2D games. In learning about these, along with accurate explanations and practical examples, you will design, develop, learn how to market and publish a delectable Tower Defense game about cupcakes versus pandas. Each chapter in this book is structured to give you a full understanding on a specific aspect of the workflow pipeline. Each of these aspects are essential for developing games in Unity. In a step-by-step approach, you will learn about each of the following phases: Game Design, Asset Importing, Scripting, User Interfaces, Animations, Physics, Artificial Intelligence, Gameplay Programming, Polishing and Improving, Marketing, Publishing and much more. This book provides you with exercises and homework at the end of each chapter so that you can level up your skills as a Unity game developer. In addition, each of these parts are centered on a common point of discussion with other learners just like you. Therefore, by sharing your ideas with other people you will not only develop your skills but you will also build a network.
Table of Contents (16 chapters)
Getting Started with Unity 5.x 2D Game Development
Credits
About the Author
Acknowledgment
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Prefabs


When the scene begins to fill up with objects, some of these objects might become complex. By complex, I mean with a lot of components and children. If we need to use many of them in the game and maybe change all of them at once, Unity offers the possibility to create a Prefab.

As the name suggests, it is an object already assembled with all the necessary components and ready to be placed in the scene. The advantage is the possibility to reuse it often and to change all its instances quickly.

Note

If an object in the scene is a Prefab, its name in the Hierarchy panel is blue. If the name is red, instead, this means that there are some references missing.

To keep our project organized, let's create a folder named Prefabs, if we haven't done so yet. Inside the folder, right-click and then select Create/Prefab. You can name it as you want, but for this book, let's stick with Pink_Sprinkle_Projectile_Prefab.

We already have the sprinkle in the scene, so from the Hierarchy panel, drag it into...