Book Image

Mastering Unity 2017 Game Development with C# - Second Edition

Book Image

Mastering Unity 2017 Game Development with C# - Second Edition

Overview of this book

Do you want to make the leap from being an everyday Unity developer to being a pro game developer? Then look no further! This book is your one-stop solution to creating mesmerizing games with lifelike features and amazing gameplay. This book focuses in some detail on a practical project with Unity, building a first-person game with many features. You'll delve into the architecture of a Unity game, creating expansive worlds, interesting render effects, and other features to make your games special. You will create individual game components, use efficient animation techniques, and implement collision and physics effectively. Specifically, we'll explore optimal techniques for importing game assets, such as meshes and textures; tips and tricks for effective level design; how to animate and script NPCs; how to configure and deploy to mobile devices; how to prepare for VR development; how to work with version control; and more. By the end of this book, you'll have developed sufficient competency in Unity development to produce fun games with confidence.
Table of Contents (9 chapters)

Navigator GUI

Let's now start work on the UI for Dead Keys, which covers a broad range of important subjects. As mentioned, the main interesting area of the UI here is the forward pointing UI arrow (navigator button), which should appear after all zombies are killed and allows the player to continue on their journey through the environment, moving to the next ambush point. As we create this, we'll explore many interesting UI tips and tricks:

Navigator button

First, let's create a new empty object to contain all UI elements, including the navigator button to be added in this section, and the remaining elements for later. In addition, add this object to the UI layer in the scene using the object Inspector. In general, strive to keep all UI elements on the UI layer, or another dedicated layer that's separate from the non-UI objects. Doing this gives the power...