Book Image

Unity 2018 By Example - Second Edition

Book Image

Unity 2018 By Example - Second Edition

Overview of this book

Unity is the most exciting and popular engine used for developing games. With its 2018 release, Unity has become the primary source of both game development and virtual reality content. In Unity 2018 By Example, you’ll learn how to use Unity in order to make amazing games from popular genres - from action shooters to mind-bending puzzle games to adventure and Virtual Reality (VR) games. Even if you have no previous experience of using Unity, this book will help you understand the toolsets it provides in depth. In addition to this, you'll understand how to create time-critical collection games, twin-stick space shooters, platformers, and action-fest games with intelligent enemies. Finally, you'll get to grips with creating VR games with the new toolsets introduced by Unity to help you develop amazing VR experiences. To make things easier, you will be provided with step-by-step tutorials for making five great games in Unity 2018, along with a detailed explanation of all the fundamental concepts. By the end of this book, you’ll have established a strong foundation in making games with Unity 2018.
Table of Contents (16 chapters)
Unity 2018 By Example - Second Edition
Contributors
Preface
Other Books You May Enjoy
Index

Coins and prefabs


The basic coin functionality is now created, but the scene needs more than one coin. The problem with simply duplicating a coin and scattering the duplicates is that if we make a change later to one coin and need to propagate that change to all other coins, we'd need to delete the former duplicates and manually replace those with newer and amended duplicates. To avoid this tedious repetition, we can use prefabs. Prefabs let you convert an object in the scene to Assets in the Project panel. This can be instantiated in the scene as frequently as needed, as though it were a mesh asset. The advantage is that changes made to the asset are automatically applied to all instances automatically, even across multiple scenes.

This makes it easier to work with custom assets, so let's prefab the coin right now. To do this, select the Coin object in the scene and then drag and drop it in the Project panel. When this happens, a new prefab is created. The object in the scene is automatically...