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Getting Started with Unity 5.x 2D Game Development

Getting Started with Unity 5.x 2D Game Development

By : Sapio
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Getting Started with Unity 5.x 2D Game Development

Getting Started with Unity 5.x 2D Game Development

4 (3)
By: Sapio

Overview of this book

Want to get started in the world of 2D game development with Unity? This book will take your hand and guide you through this amazing journey to let you know exactly what you need to build the games you want to build, without sacrificing quality. You will build a solid understanding of Unity 5.x, by focusing with the embedded tools to develop 2D games. In learning about these, along with accurate explanations and practical examples, you will design, develop, learn how to market and publish a delectable Tower Defense game about cupcakes versus pandas. Each chapter in this book is structured to give you a full understanding on a specific aspect of the workflow pipeline. Each of these aspects are essential for developing games in Unity. In a step-by-step approach, you will learn about each of the following phases: Game Design, Asset Importing, Scripting, User Interfaces, Animations, Physics, Artificial Intelligence, Gameplay Programming, Polishing and Improving, Marketing, Publishing and much more. This book provides you with exercises and homework at the end of each chapter so that you can level up your skills as a Unity game developer. In addition, each of these parts are centered on a common point of discussion with other learners just like you. Therefore, by sharing your ideas with other people you will not only develop your skills but you will also build a network.
Table of Contents (9 chapters)
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The game view


You should already know about the game view, but there might be some new types of functionality that you didn't know about before. So, a short recap might be useful, before we move on in our journey.

First of all, we have our three main buttons, which you should be very familiar with, as shown here:

The first is the play button, which makes your game run. The second button pauses the game, and allows you to tweak some settings. The last one makes your game run for one frame only.

In the top-left corner, we have the displays and the resolution tabs that we covered in the previous chapter. In the opposite corner (top-right), there are many different yet useful toggles, as shown in the following screenshot:

These are their functions:

  • Maximize on Play: If this is on, every time you push the play button, the game view will be maximized to the largest window it can be. It's useful for testing the game in almost full screen; otherwise, it can be a little bit hard to tweak values without...

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