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

Creating an environment – getting started


Our adventure game will feature three separate but connected scenes, which the player may explore, moving from one scene to the next. The player may travel between scenes, simply by walking off the edge of one and then moving into the next. Each scene consists primarily of platforms and ledges and, in some cases, dangers and obstacles. In terms of graphical assets, each scene is made from two textures or sprites: the background and foreground. An example for Scene 1 is shown in Figures 5.9 and Figure 5.10. Figure 5.9 represents the background scene:

Figure 5.9: Scene background

and Figure 5.10 represents the foreground, which includes a complete layout of all the platforms and ledges that the player must traverse:

Figure 5.10: Scene foreground

These files are included in the book companion files in the Chapter05/Assets folder

Let's create the first level now, based on the sprites in Figure 5.9 and Figure 5.10. To do this, use the existing empty scene...