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Unity 2018 By Example

You're reading from   Unity 2018 By Example Learn about game and virtual reality development by creating five engaging projects

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Product type Paperback
Published in Jul 2018
Publisher
ISBN-13 9781788398701
Length 484 pages
Edition 2nd Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (14) Chapters Close

Preface 1. Unity Fundamentals FREE CHAPTER 2. Creating a Collection Game 3. Creating a Space Shooter 4. Continuing the Space Shooter 5. Creating a 2D Adventure Game 6. Continuing the 2D Adventure 7. Creating Artificial Intelligence 8. Continuing with Intelligent Enemies 9. Entering Virtual Reality 10. Completing the VR Game A. Test Your Knowledge Answers Other Books You May Enjoy Index

Guns and gun turrets


Let's start tackling weapons in detail. Specifically, the level contains a player and enemy ships, which the player must shoot. See Figure 4.1. On thinking carefully about weapons, we identify three main concepts or things that need development. First, there's the spawner or generator—the object that actually fires ammo in the scene when the fire button is pressed. Second, there's the ammo itself that, once generated, travels through the level on its own. Third, there's the ability for ammo to collide with other objects and damage them.

Figure 4.1: The game so far

Tackling each area in order, we begin with turrets—the points where bullets are spawned and fired. For this game, the player will have only one turret, but ideally, the game should support the addition of more, if desired, allowing the player to dual-fire or more! To create the first turret, add a new empty game object to the scene by selecting GameObject | Create Empty from the application menu. Name this Turret...

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