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

Summary


In this chapter, we have seen how to use Prefabs to quickly replicate and clone game objects. We also learned how to place 2D objects, order them with the Z-Buffering method, as well as how to set up tags and layers in Unity. Then, we created a couple of scripts, and learned along the way how to code complex behaviors with just a few lines. In fact, we explored how Unity handles scripts, their main functions and attributes, and the general execution order.

However, we will improve the scripts written in this chapter later on in the book, to improve the gameplay. In fact, the goal of this chapter was to get used to scripts, and to write down the main logic. Therefore, improving and tweaking is left for later.

In the next chapter, we will dive into the UI world, and integrate it into our game.