Book Image

Mastering Unity 2D Game Development - Second Edition

By : Ashley Godbold, Simon Jackson
Book Image

Mastering Unity 2D Game Development - Second Edition

By: Ashley Godbold, Simon Jackson

Overview of this book

The Unity engine has revolutionized the gaming industry, by making it easier than ever for indie game developers to create quality games on a budget. Hobbyists and students can use this powerful engine to build 2D and 3D games, to play, distribute, and even sell for free! This book will help you master the 2D features available in Unity 5, by walking you through the development of a 2D RPG framework. With fully explained and detailed C# scripts, this book will show you how to create and program animations, a NPC conversation system, an inventory system, random RPG map battles, and full game menus. After your core game is complete, you'll learn how to add finishing touches like sound and music, monetization strategies, and splash screens. You’ll then be guided through the process of publishing and sharing your game on multiple platforms. After completing this book, you will have the necessary knowledge to develop, build, and deploy 2D games of any genre!
Table of Contents (20 chapters)
Mastering Unity 2D Game Development - Second Edition
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface

Sensors


Using the Mecanim state machine in this way is very powerful and just having scripts update the parameters of the state machine through input (user taps a key, or scene loads) is simple enough. However, if you want reactive AI, you might want to think about sensors.

Sensors are effectively the AI's eyes and ears and whatever else it wants to use to detect action within a scene (even if it's an alarm or trip wire). Generally, they are self-contained components that look after themselves and inform whatever they are attached to. They can be as complex or as simple as you need them to be.

A basic sensor might be an empty GameObject with a trigger collider (the trip wire), which tells the enemy state machine that the player has come into view. Alternatively, you could use ray casting (yes, even in 2D) to check whether the target is in view.

One of the best examples of a sensor I've seen is a wandering GameObject with a sphere trigger that wanders round the screen to represent the point...