Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Unity 4.x Game Development by Example: Beginner's Guide
  • Toc
  • feedback
Unity 4.x Game Development by Example: Beginner's Guide

Unity 4.x Game Development by Example: Beginner's Guide

By : Ryan Henson Creighton
4 (20)
close
Unity 4.x Game Development by Example: Beginner's Guide

Unity 4.x Game Development by Example: Beginner's Guide

4 (20)
By: Ryan Henson Creighton

Overview of this book

Unity is one of the biggest game engines in the world, providing the user with a range of important tools that they need to bring their ideas into reality. Beginner game developers are optimistic, passionate, and ambitious, but that ambition can be dangerous! Too often, budding indie developers and hobbyists bite off more than they can chew. Games like Angry Birds, Cut the Rope, and Fruit Ninja are fun, simple games that have delighted players and delivered big profits to their creators. This is the perfect climate for new game developers to succeed by creating simple games with Unity, starting today. This book teaches you the ins and outs of the unique Unity game engine interface. Clear and concise code examples written in both Unity Javascript and C# take you through the step-by-step process of building five small, functional games. With this understanding you can start making your own mark on the game industry! With absolutely no programming or game development experience, you will learn how to build five simple games in Unity by following step-by-step instructions, peppered with amusing analogies and anecdotes from an experienced indie developer. Following a primer on simplifying your game ideas to that single “something” that keeps players coming back for more, dive into the Unity game engine by creating a simple bat-and-ball game. From there, you'll build a complete memory game using only the Unity GUI system. After building a 2.5D mouse avoider game, you'll learn how to re-skin the project to completely change the game's theme. Incorporating everything you've learned, you'll return to complete the bat-and-ball game by adding scoring, replay flow, sound effects, and animations. Finally, in the new bonus chapter, you'll program some simple AI (Artificial Intelligence) for a tic tac toe game. "Unity 4.x Game Development by Example" is a fun and light-hearted exploration of one of the most powerful game engines on the market today. Find out what all the fuss is about by getting up to speed using this book!
Table of Contents (22 chapters)
close
Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Family values


The explanation for why we used 9,9 as the initial x / y values for the Square is a little bit twisty, but here goes:

If we hadn't first set that initial x and y values of Square to 9,9 (say, for example, if the initial values of Square were 0,0), then any Square that had an x value of 0 or a y value of 0 would not be overridden. You wouldn't have seen the value turn bold in the Inspector panel. Non-overridden values are not "protected"—they're at risk of being modified whenever a change from another instance is applied to the Prefab.

Imagine yourself making the above changes to the bottom-right Square, which has its x and y values set to 2,2. Once you click on Apply, x:2 y:2 become the default values for all squares whose values were not overridden. That means that any Square matching the initial default values of x:0 or y:0 would have those values replaced with x:2 or y:2. The top-middle square, with its overridden value of X:1 and its default value of Y:0, would see its unprotected...

bookmark search playlist font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete