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

Physics for our game


In this section we will apply some concepts of this chapter into our game. In particular, we will see how to detect when a sprinkle hits a panda and applies damage to it using the Physics engine.

Set up Pandas as a rigidbodies

Since we will take advantage of the Physics engine, we need to proper set up the Panda as that to be a physical object in the scene. This means giving it a rigidbody component.

Therefore, we can start by adding a Rigidbody2D component to the Panda prefab, and set its Body Type as Kinematic, as shown in the following screenshot:

In theory, we should have done, since the Panda is considered a physical object now. However, in the previous chapter, we have written a function that allows the Panda to move by assigning its new position directly on its Transform. Since now the Panda has a Rigidbody2D component, we cannot do in this way anymore (as we already explained previously in the Rigidbodies section). Therefore, we need to slightly modify the PandaScript...