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 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...