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

Importing assets


Starting from an empty project created in the previous section, let's now import the texture assets we'll be using, both for the player character and environment. The assets to import are included in the book companion files in the Chapter05/Assets folder. From here, select all textures together in Windows Explorer or Mac Finder, and drag and drop them to the Unity Project panel in a designated Textures folder. (Create one if you haven't already!). This imports all relevant textures to the active Project. See Figure 5.3:

Figure 5.3: Importing texture assets to the Project

Note

Remember that you can always use the Thumbnail Size Slider (at the bottom right corner of the Project panel) to adjust the size of thumbnail previews in order to get an easier view of your texture assets.

By default, Unity assumes that all imported textures will eventually be used as regular textures applied to 3D models in the scene, such as cubes, spheres, and meshes. In most cases, this assumption...