Book Image

Unity 4.x Game Development by Example: Beginner's Guide - Third Edition

By : Ryan Henson Creighton
Book Image

Unity 4.x Game Development by Example: Beginner's Guide - Third Edition

By: Ryan Henson Creighton

Overview of this book

Unity is one of the biggest game engines in the world, providing the user with a range of important tools that they need to bring their ideas into reality. Beginner game developers are optimistic, passionate, and ambitious, but that ambition can be dangerous! Too often, budding indie developers and hobbyists bite off more than they can chew. Games like Angry Birds, Cut the Rope, and Fruit Ninja are fun, simple games that have delighted players and delivered big profits to their creators. This is the perfect climate for new game developers to succeed by creating simple games with Unity, starting today. This book teaches you the ins and outs of the unique Unity game engine interface. Clear and concise code examples written in both Unity Javascript and C# take you through the step-by-step process of building five small, functional games. With this understanding you can start making your own mark on the game industry! With absolutely no programming or game development experience, you will learn how to build five simple games in Unity by following step-by-step instructions, peppered with amusing analogies and anecdotes from an experienced indie developer. Following a primer on simplifying your game ideas to that single “something” that keeps players coming back for more, dive into the Unity game engine by creating a simple bat-and-ball game. From there, you'll build a complete memory game using only the Unity GUI system. After building a 2.5D mouse avoider game, you'll learn how to re-skin the project to completely change the game's theme. Incorporating everything you've learned, you'll return to complete the bat-and-ball game by adding scoring, replay flow, sound effects, and animations. Finally, in the new bonus chapter, you'll program some simple AI (Artificial Intelligence) for a tic tac toe game. "Unity 4.x Game Development by Example" is a fun and light-hearted exploration of one of the most powerful game engines on the market today. Find out what all the fuss is about by getting up to speed using this book!
Table of Contents (22 chapters)
Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Time for action – poke those particles


  1. Adjust the dials on your Particle System to match these values:

    Top Section:

    • Start Lifetime: 0.1

    • Start Speed: 10

    • Start Size: 0.3

    Emission:

    • Rate: 50

    Shape:

    • Shape: HemiSphere

    Keep all other settings in these sections at their default.

Start Lifetime, the first value we tweaked, determines when the particles "die", or disappear from the player's view. Sparks shooting out of a hissing fuse don't last very long, so we've turned this value down quite a bit.

Start Speed is obviously-named. This value determines how fast the particles initially shoot out of our emitter.

Start Size controls how large the particle images are. Toning this value down makes the system look more sparky.

Under Emission, the Rate value controls the number of particles the emitter releases over time. Increasing this value gives us more particles, and a busier system.

Under Shape, selecting HemiSphere instead of the default Cone makes the particles shoot out more believably (or, if...