Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
OUYA Game Development by Example

You're reading from   OUYA Game Development by Example An all-inclusive, fun guide to making professional 3D games for the OUYA console

Arrow left icon
Product type Paperback
Published in May 2014
Publisher
ISBN-13 9781849697224
Length 268 pages
Edition Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
John Donovan John Donovan
Author Profile Icon John Donovan
John Donovan
Arrow right icon
View More author details
Toc

Table of Contents (18) Chapters Close

OUYA Game Development by Example Beginner's Guide
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
1. Experiencing the OUYA FREE CHAPTER 2. Installing Unity and the OUYA ODK 3. Diving into Development 4. Moving Your Player with Controller Input 5. Enhancing Your Game with Touch Dynamics 6. Saving Data to Create Longer Games 7. Expanding Your Gameplay with In-app Purchases 8. Polishing and Prepping Your Game for Deployment 9. Blazing Your Own Development Trail Pop Quiz Answers Index

Time for action – creating a purchase screen


To sell our product in our game, we first need a screen that offers the option for users to buy it. As a developer, you can put the purchase screen anywhere, but for this demonstration, we'll add it to a pause screen. Perform the following steps to create a purchase screen:

  1. Create an empty GameObject to hold our pause screen code by clicking on Create Empty in the GameObject menu on Unity's toolbar.

  2. Name the new object PauseManager in the Hierarchy window.

    Your new object should now appear in the Inspector and Hierarchy windows as shown in the following screenshot:

    Next, we'll create the pause screen window that will contain the purchase button.

  3. Add a new GUI Texture component to your PauseManager object by selecting it from the Rendering category in the Add Component menu.

  4. Use your preferred image editor to create a basic texture that reads PAUSED at the top and apply it to your GUI Texture component.

    Make sure your texture is positioned at the proper...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image