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Unity 2020 By Example

You're reading from   Unity 2020 By Example A project-based guide to building 2D, 3D, augmented reality, and virtual reality games from scratch

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Product type Paperback
Published in Sep 2020
Publisher Packt
ISBN-13 9781800203389
Length 676 pages
Edition 3rd Edition
Languages
Tools
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Author (1):
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Robert Wells Robert Wells
Author Profile Icon Robert Wells
Robert Wells
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Table of Contents (16) Chapters Close

Preface 1. Chapter 1: Exploring the Fundamentals of Unity 2. Chapter 2: Creating a Collection Game FREE CHAPTER 3. Chapter 3: Creating a Space Shooter 4. Chapter 4: Continuing the Space Shooter Game 5. Chapter 5: Creating a 2D Adventure Game 6. Chapter 6: Continuing the 2D Adventure 7. Chapter 7: Completing the 2D Adventure 8. Chapter 8: Creating Artificial Intelligence 9. Chapter 9: Continuing with Intelligent Enemies 10. Chapter 10: Evolving AI Using ML-Agents 11. Chapter 11: Entering Virtual Reality 12. Chapter 12: Completing the VR Game 13. Chapter 13: Creating an Augmented Reality Game Using AR Foundation 14. Chapter 14: Completing the AR Game with the Universal Render Pipeline 15. Other Books You May Enjoy

Implementing player kill zones

A common scripted feature required by all scenes, but not yet implemented, is the kill zone. This is the functionality to mark out a region of 2D space in the level that, when entered by the player, will kill or damage them. This is an especially useful tool to kill the player whenever they fall down a hole in the ground. The kill zone will be required in most levels because nearly every level created so far contains pits and holes in the ground. To implement this functionality, take the following steps:

  1. Create a new and empty GameObject in any scene. It doesn't matter which scene because we'll be making a prefab object that can be reused anywhere. As previously mentioned, new GameObjects are created with the menu option, GameObject | Create Empty. 
  2. Once created, name the object KillZone.
  3. Position the object at the world origin (0,0,0).
  4. Attach a Box Collider 2D component using the menu command, Component | Physics...
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