Book Image

Unity 3.x Game Development Essentials

By : Will Goldstone
Book Image

Unity 3.x Game Development Essentials

By: Will Goldstone

Overview of this book

Game Engines such as Unity are the power-tools behind the games we know and love. Unity is one of the most widely-used and best loved packages for game development and is used by everyone, from hobbyists to large studios, to create games and interactive experiences for the web, desktop, mobile, and console. With Unity’s intuitive, easy to learn toolset and this book – it’s never been easier to become a game developer. Taking a practical approach, this book will introduce you to the concepts of developing 3D games, before getting to grips with development in Unity itself – prototyping a simple scenario, and then creating a larger game. From creating 3D worlds to scripting and creating game mechanics you will learn everything you’ll need to get started with game development. This book is designed to cover a set of easy-to-follow examples, which culminate in the production of a First Person 3D game, complete with an interactive island environment. All of the concepts taught in this book are applicable to other types of game, however, by introducing common concepts of game and 3D production, you'll explore Unity to make a character interact with the game world, and build puzzles for the player to solve, in order to complete the game. At the end of the book, you will have a fully working 3D game and all the skills required to extend the game further, giving your end-user, the player, the best experience possible. Soon you will be creating your own 3D games with ease!
Table of Contents (21 chapters)
Unity 3.x Game Development Essentials
Credits
Foreword
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Restricting outpost access


Now that we have an inventory keeping track of the power cells that we have collected, let's set up a game mechanic that forces the player to collect all four power cells before they may be granted access to the outpost.

We will begin by achieving this in code, then add two visual indicators for the player.

Firstly, in the form of a 2D HUD—this will be in the form of a GUITexture, the texture which will be dependent upon the charge variable in the Inventory script:

Secondly, in the form of a generator model that will be placed next to the outPost object's door, the texture of which will also be swapped depending upon the value of charge:

Restricting door access with a cell counter

In this section, we will write code into our inventory that checks that the player has enough power cells to open the door. We currently have a trigger zone in charge of opening the door, so we will amend this to query the value of charge in our new inventory, whenever the player enters the...