Book Image

Unity 2020 By Example - Third Edition

By : Robert Wells
Book Image

Unity 2020 By Example - Third Edition

By: Robert Wells

Overview of this book

The Unity game engine, used by millions of developers around the world, is popular thanks to its features that enable you to create games and 3D apps for desktop and mobile platforms in no time. With Unity 2020, this state-of-the-art game engine introduces enhancements in Unity tooling, editor, and workflow, among many other additions. The third edition of this Unity book is updated to the new features in Unity 2020 and modern game development practices. Once you’ve quickly got to grips with the fundamentals of Unity game development, you’ll create a collection, a twin-stick shooter, and a 2D adventure game. You’ll then explore advanced topics such as machine learning, virtual reality, and augmented reality by building complete projects using the latest game tool kit. As you implement concepts in practice, this book will ensure that you come away with a clear understanding of Unity game development. By the end of the book, you'll have a firm foundation in Unity development using C#, which can be applied to other engines and programming languages. You'll also be able to create several real-world projects to add to your professional game development portfolio.
Table of Contents (16 chapters)

Implementing player kill zones

A common scripted feature required by all scenes, but not yet implemented, is the kill zone. This is the functionality to mark out a region of 2D space in the level that, when entered by the player, will kill or damage them. This is an especially useful tool to kill the player whenever they fall down a hole in the ground. The kill zone will be required in most levels because nearly every level created so far contains pits and holes in the ground. To implement this functionality, take the following steps:

  1. Create a new and empty GameObject in any scene. It doesn't matter which scene because we'll be making a prefab object that can be reused anywhere. As previously mentioned, new GameObjects are created with the menu option, GameObject | Create Empty
  2. Once created, name the object KillZone.
  3. Position the object at the world origin (0,0,0).
  4. Attach a Box Collider 2D component using the menu command, Component | Physics...