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Unity 5.x By Example

Unity 5.x By Example

By : Alan Thorn
3.7 (7)
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Unity 5.x By Example

Unity 5.x By Example

3.7 (7)
By: Alan Thorn

Overview of this book

Unity is an exciting and popular engine in the game industry. Throughout this book, you’ll learn how to use Unity by making four fun game projects, from shooters and platformers to exploration and adventure games. Unity 5 By Example is an easy-to-follow guide for quickly learning how to use Unity in practical context, step by step, by making real-world game projects. Even if you have no previous experience of Unity, this book will help you understand the toolset in depth. You'll learn how to create a time-critical collection game, a twin-stick space shooter, a platformer, and an action-fest game with intelligent enemies. In clear and accessible prose, this book will present you with step-by-step tutorials for making four interesting games in Unity 5 and explain all the fundamental concepts along the way. Starting from the ground up and moving toward an intermediate level, this book will help you establish a strong foundation in making games with Unity 5.
Table of Contents (10 chapters)
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9
Index

The UI health bar


In the previous section, we introduced the first danger and hazard to the game; namely, a Kill Zone that can damage and potentially kill the player. As a result, their health has the potential to reduce from its starting state. It's therefore useful both to us as developers and gamers to visualize the health status. For this reason, let's focus on rendering player health to the screen as a UI health bar. This configuration of objects will also be made as a prefab, allowing reuse across multiple scenes This will prove a highly useful feature. Figure 6.9 offers a glimpse of the future, displaying the result of our work to come:

Figure 6.9: Preparing to create player health

To get started, create a new GUI Canvas in the scene (any scene) by choosing GameObject | UI | Canvas from the application menu. Selecting this will automatically create an EventSystem object in the scene, if one does not exist already. This object is essential for proper use of the UI system. If you accidentally...

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