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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

Creating an environment – getting started


Our adventure game will feature three separate but connected scenes, which the player may explore, moving from one scene to the next. The player may travel between scenes, simply by walking off the edge of one and then moving into the next. Each scene consists primarily of platforms and ledges and, in some cases, dangers and obstacles. In terms of graphical assets, each scene is made from two textures or sprites: the background and foreground. An example for Scene 1 is shown in Figures 5.9 and Figure 5.10. Figure 5.9 represents the background scene:

Figure 5.9: Scene background

and Figure 5.10 represents the foreground, which includes a complete layout of all the platforms and ledges that the player must traverse:

Figure 5.10: Scene foreground

These files are included in the book companion files in the Chapter05/Assets folder

Let's create the first level now, based on the sprites in Figure 5.9 and Figure 5.10. To do this, use the existing empty scene...

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