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Getting Started with Unity 5.x 2D Game Development

Getting Started with Unity 5.x 2D Game Development

By : Sapio
4 (3)
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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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Getting the waypoint coordinates


Before we start creating waypoints, we first need to decide where to place them on the map. Therefore, we need to find all the places where our Pandas change their direction. In this simple map, they are located at all corners of their path. In the following image, they are indicated by the red dots:

As we can see, there are 11 and we need one waypoint that is on the cake in the map. This final waypoint is the finishing spot, where the Panda has succeeded in his mission to steal a big bite of the player's cake.

Now that we have spotted them, we need to take note of their coordinates on the map. A fast way to do it is to drag the Panda Prefab around the map in the Scene view and then take note of the position of our waypoints. In this case, we could obtain the following data:

Waypoint number

X coordinate

Y coordinate

1

-28

8

2

-28

-16

3

-16

-16

4

-16

7

5

-2

7

6

-2

-6

7

12

-6

8

12

9

9

25

9

10

25

-17

11

32

-17

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