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

More about UI scripting – handlers


There is one last topic that we need to cover, since we will be using this technique later on in Chapter 7Trading Cupcakes and the Ultimate Battle for the Cake – Gameplay Programming .

Imagine that you want to create an UI component that does something when it is clicked. We could create a script with a public function, then attach a button component to the game object. Finally, we should create a new OnClick() event on the button component to trigger the function we have written before. It's fine, but isn't a bit laborious?

Another example is, suppose you need to drag a UI component around because it is a floating window. How are you going to do it? For what we have seen so far, this appears to be an hard task; but there is an easy solution.

In fact, in our scripts, we can directly include directly the event systems, by using this line of code:

using UnityEngine.EventSystems; 

As a result, you will be able to extend your script with some (C#) interfaces...