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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
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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Placing the towers


Once the player has bought a cupcake tower, he or she should be able to decide where to place it. This section will explore how to implement this mechanism, which may be simple, but requires you pay attention to many things.

Sketching the idea of how it works

There are many ways in which we can implement this system, but we will use colliders and a second script on the cupcake tower. As a result, you will also be able to learn new ways to handle situations in which information should be exchanged among the different game elements.

In particular, we will define some areas where it is allowed to place a tower, and we will do this through the use of colliders. Then, the game manager registers if the pointer of the player is within allowed areas. A second script, attached to the cupcake towers, uses this information from the game manager to actually allow the player to place cupcake towers. Moreover, once the tower is placed, the script attaches a collider to the cupcake tower...

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