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  • Book Overview & Buying Getting Started with Unity 5.x 2D Game Development
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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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Implementing the sugar meter


If in the previous section we have seen how the sweet-tooth pandas can defeat the player, now it's time to give the player a way to stop them. The first step is to have enough sugar to build cupcakes towers. As such, we need a sugar meter to keep track of the amount of sugar that the player possesses.

As we have seen in our design, this will be a number, and not a bar like the health. Therefore, even if the concepts are similar, the implementation is slightly different.

Creating and place

The process for creating the sugar meter is similar to the health bar, so let's start to create a new Image, parented with the Canvas, named Sugar_Meter. As a Sprite, you can use the ui_sugar_meter file in the Graphic/UI folder. Place it, and scale it if necessary, in the scene to match the following screenshot:

Next, create a Text component, parent it to Sugar_Meter, and name it Sugar_Meter_Text. You can set the font and the color that you prefer. At the end you should have something...

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