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Getting Started with Unity 5.x 2D Game Development

You're reading from   Getting Started with Unity 5.x 2D Game Development Enter the world of 2D Game development with Unity 5.x

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781784397173
Length 478 pages
Edition 1st Edition
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Author (1):
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Francesco Sapio Francesco Sapio
Author Profile Icon Francesco Sapio
Francesco Sapio
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Table of Contents (9) Chapters Close

Preface 1. A Flat World in Unity FREE CHAPTER 2. Baking Cupcake Towers 3. Communicating with the Player – the User Interface 4. No Longer Alone – Sweet-Toothed Pandas Strike 5. The Secret Ingredient Is a Dash of Physics 6. Through a Sea of Sprinkles – Navigation in Artificial Intelligence 7. Trading Cupcakes and the Ultimate Battle for the Cake – Gameplay Programming 8. What Is beyond the Cake?

Panda invasion – spawning Pandas


In this section, we will implement the spawning system of the game. This can be done in many ways. However, since we have only one kind of Panda (at least for the moment), we will implement it in a simple way. In any case, we will use coroutines to implement the system, and we will see a template structure which we might also use in more complex spawning systems (in the next chapter, some ideas of more complex spawning systems will be provided).

What is a coroutine?

It is a structure that Unity provides to allow functions to be interrupted and continued in other frames of the game. In the case of our spawning system, we don't want to spawn all the Pandas at the same time, but a little bit over time. This over time can be controlled with coroutines. You can definitely learn more and see some examples in the official documentation here: https://docs.unity3d.com/Manual/Coroutines.html

However, the most important things to know about coroutines are listed here:

  • They...

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