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 Animations


We have seen a lot about the Animation workflow in Unity, yet a lot has been left out. This section presents some relatively advanced topics of the Animation workflow in Unity, and they are not needed to develop our Tower Defense Game. In fact, some of these applies only on 3D, but I feel that it's worthwhile to mention them to have a rough, but complete picture of the whole workflow for Animations in Unity. Therefore, feel free to skip this section, or read without focus to understand completely what's written. You can always come back here later, maybe when you've finished the book, for a deeper look to its content.

Note

All the following sections are not intended to explain in detail how to use these tools in Unity, but rather to be aware of their existence and functionalities so as to learn them later on when you are a bit more practical with Unity.

Avatars

In the case of 3D characters, and especially for humanoids, you need to rig your character, which means to match...