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Unity 5.x By Example

You're reading from   Unity 5.x By Example An example-based practical guide to get you up and running with Unity 5.x

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Product type Paperback
Published in Mar 2016
Publisher Packt
ISBN-13 9781785888380
Length 402 pages
Edition 1st Edition
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Author (1):
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Alan Thorn Alan Thorn
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Alan Thorn
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Toc

Table of Contents (10) Chapters Close

Preface 1. The Coin Collection Game – Part 1 FREE CHAPTER 2. Project A – the Collection Game Continued 3. Project B – the Space Shooter 4. Continuing the Space Shooter 5. Project C – a 2D Adventure 6. Continuing the 2D Adventure 7. Project D – Intelligent Enemies 8. Continuing with Intelligent Enemies Index

Kill zones


A common scripted feature required by all scenes, but not yet implemented, is the Kill Zone. That is, the functionality to mark out a region of 2D space in the level that, when entered by the player, will kill them or damage them. This is especially useful to kill the player whenever they fall down a hole in the ground. Thus, the Kill Zone will be required in every level because every level created so far contains pits and holes in the ground. To implement this functionality, create a new and empty GameObject in any scene. (It doesn't matter which because we'll be making a prefab object that can be reused anywhere.) As mentioned, new GameObjects are created with the menu option, GameObject | Create Empty. Once created, name the object KillZone, then position it at the world origin (0,0,0), and finally, attach a Box Collider 2D component using the menu command, Component | Physics 2D | Box Collider 2D. The Box Collider will define the Kill Zone area. Remember to make sure that...

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