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 other scenes – levels 2 and 3


Unlike the other games created in the book so far, our adventure game will span multiple scenes. That is, our game features several different screens, which the player may move between by walking off the edge of one screen and entering from the edge of another. Supporting this functionality introduces us to some new and interesting problems in Unity that are well worth exploring, as we'll see later. For now, let's make a second and third scene for the game, using the remaining background and foreground objects, and configuring collisions for each level, allowing the player prefab to work seamlessly with each environment. The details to create a level with collisions (Edge Colliders) are covered in depth in the previous chapter. The final, completed scenes are as follows:

  • Level 2 is divided across two vertically arranged ledges with a set of moving platforms on the lower ledge. These are created from the moving platform prefab created in the previous...