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

Enemy spawning


To make the level fun and challenging, we'll need more than simply one enemy. In fact, for a game that's essentially endless, we'll need to continually add enemies. These should be added gradually over time. Essentially, we'll need either regular or intermittent spawning of enemies, and this section will add that functionality. Before we can do this, however, we'll need to make a prefab from the enemy object. This can be achieved easily. Select the enemy in the Hierarchy panel and then drag and drop it to the Project panel in the Prefabs folder. This creates an Enemy prefab. See Figure 3.43:

Figure 3.43: Creating an Enemy prefab

Now, we'll make a new script (Spawner.cs) that spawns new enemies in the scene over time within a specified radius from the player spaceship. This script should be attached to a new, empty game object in the scene. See Code Sample 3.9:

//------------------------------
using UnityEngine;
using System.Collections;
//------------------------------
public...