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

NPCs and quests


NPC stands for Non-player Character and typically refers to any friendly or neutral characters other than the player-controlled character. In our adventure, Level 3 should feature an NPC character standing outside their house, and they provide us with a quest; specifically, to collect a gem item from Level 2, which features many hazards, including pits and gun turrets, as we've seen. To create the NPC character, we'll simply duplicate the player and adjust the character color, making them appear distinct. Thus, simply drag and drop the Player prefab from the Project panel to the Level 2 scene and position it near the house area. Then, remove all additional components (such as the Player Controller and Collider) to return this character back to a standard sprite that is not player-controlled. See Figure 6.34:

Figure 6.34: Creating an NPC from the player character prefab

Now, let's invert the character's X scale to make him or her face left instead of right. Select the parent...