Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Learning C# 7 By Developing Games with Unity 2017

You're reading from   Learning C# 7 By Developing Games with Unity 2017 Learn C# Programming by building fun and interactive games with Unity

Arrow left icon
Product type Paperback
Published in Dec 2017
Publisher Packt
ISBN-13 9781788478922
Length 290 pages
Edition 3rd Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Micael DaGraça Micael DaGraça
Author Profile Icon Micael DaGraça
Micael DaGraça
Arrow right icon
View More author details
Toc

Table of Contents (16) Chapters Close

Preface 1. Discovering Your Hidden Scripting Skills and Getting Your Environment Ready FREE CHAPTER 2. Introducing the Building Blocks for Unity Scripts 3. Getting into the Details of Variables 4. Getting into the Details of Methods 5. Lists, Arrays, and Dictionaries 6. Loops 7. Object, a Container with Variables and Methods 8. Let's Make a Game! – from Idea to Development 9. Starting Your First Game 10. Writing GameManager 11. The Game Level 12. The User Interface 13. Collectables 14. Enemies 15. Audio, 3D Games, and Export

Creating a generated level


The level chunk is the most important part of a generated level. It's like a Lego piece. A single piece can't bring about much fun for the player. However, when you take a lot of Lego pieces and fit them together, you can build a structure that's really entertaining. Our level will work exactly the same way. Level chunks right next to each other will create a nice gaming experience (and fun) for the player.

Before we talk about coding the level chunks, we need to make sure that we understand the fundamental parts of each chunk:

This is a level chunk. It can contain whatever you want to add to it. It's up to you to design the chunks. You need to remember, however, that every chunk must have the following features to fit your game:

  • exitPoint–red dot: This is the point in 3D space where the next chunk will be placed to match this chunk
  • startPoint–green dot: This is the pivot point of the parent chunk that is plugged into the exit point of the previous chunk
  • exit trigger...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at R$50/month. Cancel anytime