Book Image

Unity 5.x By Example

By : Alan Thorn
Book Image

Unity 5.x By Example

By: Alan Thorn

Overview of this book

Unity is an exciting and popular engine in the game industry. Throughout this book, you’ll learn how to use Unity by making four fun game projects, from shooters and platformers to exploration and adventure games. Unity 5 By Example is an easy-to-follow guide for quickly learning how to use Unity in practical context, step by step, by making real-world game projects. Even if you have no previous experience of Unity, this book will help you understand the toolset in depth. You'll learn how to create a time-critical collection game, a twin-stick space shooter, a platformer, and an action-fest game with intelligent enemies. In clear and accessible prose, this book will present you with step-by-step tutorials for making four interesting games in Unity 5 and explain all the fundamental concepts along the way. Starting from the ground up and moving toward an intermediate level, this book will help you establish a strong foundation in making games with Unity 5.
Table of Contents (15 chapters)
Unity 5.x By Example
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Creating a player object


We've now imported most assets for the twin-stick shooter and we're ready to create a player spaceship object, that is, the object that the player will control and move around. Creating this might seem a trivial matter of simply dragging and dropping the relevant player sprite from the Project panel to the scene, but things are not so simple. The player is a complex object with many different behaviors, as we'll see. For this reason, more care needs to be taken about creating the player. To get started, create an empty game object in the scene by navigating to GameObject | Create Empty from the application menu and name the object, Player. See Figure 3.9:

Figure 3.9: Starting to create the player

The newly created object may or may not be centered at the world origin of (0, 0, 0) and its rotation properties may not be consistently 0 across X, Y, and Z. To ensure a completely zeroed transform, you could manually set the values to 0 by entering them directly in the Transform...