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Unity Game Development Blueprints

You're reading from   Unity Game Development Blueprints Explore the various enticing features of Unity and learn how to develop awesome games

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Product type Paperback
Published in Nov 2014
Publisher
ISBN-13 9781783553655
Length 318 pages
Edition 1st Edition
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Author (1):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Table of Contents (11) Chapters Close

Preface 1. 2D Twin-stick Shooter 2. Creating GUIs FREE CHAPTER 3. Side-scrolling Platformer 4. First Person Shooter Part 1 – Creating Exterior Environments 5. First Person Shooter Part 2 – Creating Interior Environments 6. First Person Shooter Part 3 – Implementing Gameplay and AI 7. Creating Save Files in Unity 8. Finishing Touches 9. Creating GUIs Part 2 – Unity's New GUI System Index

Level editor – adding/removing walls at runtime


Now that our level editor will be able to load in this data, we now want to have a way to actually modify what we see onscreen. To do this, we'll need to create a GUI interface and functionality for our level editor.

  1. The first thing we need to do is add a variable to keep track of what item we want to spawn:

    //The object we are currently looking to spawn
    Transform toCreate;
  2. Now, we need to initialize this variable inside our Start function:

    toCreate = tiles[0];
  3. Next, we need to update our Update function and then explain how it's working, as follows:

    void Update()
    {
      // Left click - Create object
      if (Input.GetMouseButton(0) && GUIUtility.hotControl==0)
      {
        Vector3 mousePos = Input.mousePosition;
    
        //Set the position in the z axis to the opposite of the 
        // camera's so that the position is on the world so 
        // ScreenToWorldPoint will give us valid values.
        mousePos.z = Camera.main.transform.position.z * -1;
    
        Vector3...
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