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Unity Android Game Development by Example Beginner's Guide

You're reading from   Unity Android Game Development by Example Beginner's Guide Absolute beginners to designing games for Android will find this book is their passport to quick results. Lots of handholding and practical exercises using Unity 3D makes learning a breeze.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849692014
Length 320 pages
Edition 1st Edition
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Author (1):
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Thomas James Finnegan Thomas James Finnegan
Author Profile Icon Thomas James Finnegan
Thomas James Finnegan
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Table of Contents (12) Chapters Close

Preface 1. Saying Hello to Unity and Android FREE CHAPTER 2. Looking Good – Graphical Interface 3. The Backbone of Any Game – Meshes, Materials, and Animations 4. Setting the Stage – Camera Effects and Lighting 5. Getting Around – Pathfinding and AI 6. Specialties of the Mobile Device – Touch and Tilt 7. Throwing Your Weight Around – Physics and a 2D Camera 8. Special Effects – Sound and Particles 9. Optimization A. Pop Quiz Answers Index

Time for action – creating the blue bird

The blue bird will again make use of inheritance, reducing the amount of code that needs to be written to create the bird:

  1. Again, start building your blue bird the same way as the previous two, substituting the appropriate model. You should also adjust the Radius of the Sphere Collider component to align appropriately with the smaller size of this bird.
  2. Next, we create the BlueBird script.
  3. Again, adjust line four so the script extends Bird instead of MonoBehaviour.
    public class BlueBird : Bird {
  4. This script has three variables. The first is a list of prefabs to spawn when the bird splits. Next is the angle difference between each new bird that will be launched. Finally is a value to spawn the birds a little ahead of their current position to keep them from getting stuck inside each other.
    public GameObject[] splitBirds = new GameObject[0];
    public float launchAngle = 15f;
    public float spawnLead = 0.5f;
  5. Next, we override the DoSpecial function and...
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