Search icon CANCEL
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
Unity 2022 Mobile Game Development

You're reading from   Unity 2022 Mobile Game Development Build and publish engaging games for Android and iOS

Arrow left icon
Product type Paperback
Published in Jun 2023
Publisher Packt
ISBN-13 9781804613726
Length 480 pages
Edition 3rd Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
Arrow right icon
View More author details
Toc

Table of Contents (21) Chapters Close

Preface 1. Part 1: Gameplay/Development Setup
2. Chapter 1: Building Your Game FREE CHAPTER 3. Chapter 2: Project Setup for Android and iOS Development 4. Part 2: Mobile-Specific Features
5. Chapter 3: Mobile Input/Touch Controls 6. Chapter 4: Resolution-Independent UI 7. Chapter 5: Advanced Mobile UI 8. Chapter 6: Implementing In-App Purchases 9. Chapter 7: Advertising Using Unity Ads 10. Chapter 8: Integrating Social Media into Our Project 11. Part 3: Game Feel/Polish
12. Chapter 9: Keeping Players Involved with Notifications 13. Chapter 10: Using Unity Analytics 14. Chapter 11: Remote Config 15. Chapter 12: Improving Game Feel 16. Chapter 13: Building a Release Copy of Our Game 17. Chapter 14: Submitting Games to App Stores 18. Chapter 15: Augmented Reality 19. Index 20. Other Books You May Enjoy

Creating the player

To get started, we’ll build a player that will always move forward. Let’s start with that now:

  1. To get started, we will create some ground for our player to walk on. To do that, go to the top menu and select GameObject | 3D Object | Cube.
  2. From there, we’ll move over to the Inspector window and change the name of the object to Floor. Then, for the Transform component, set Position to (0, 0, 0). This can be done by either typing the values in or right-clicking on the Transform component and then selecting the Reset Position option.
  3. Then, we will set the Scale values of the object to (7, 0.1, 10):
Figure 1.4 – Creating the ground

Figure 1.4 – Creating the ground

In Unity, by default, 1 unit of space is representative of 1 meter in real life. So, our Scale values will make the floor longer than it is wide (X and Z), and we have some size on the ground (Y), so the player will collide and land on it because we have a Box Collider component attached to it by default.

Note

The Box Collider component is added automatically when creating a Cube object and is required to have objects collide with it. For more information on the Box Collider component, check out https://docs.unity3d.com/Manual/class-BoxCollider.html.

  1. Next, we will create our player, which will be a sphere. To do this, we will go to GameObject | 3D Object | Sphere.
  2. Rename the sphere to Player and set the Transform component’s Position values to (0, 1, -4):
Figure 1.5 – Positioning the player

Figure 1.5 – Positioning the player

This places the ball slightly above the ground and shifts it back to near the starting point. Note that the camera object (see the camera icon) is pointing toward the ball by default because it is positioned at (0, 1, -10).

  1. We want the ball to move, so we will need to tell the physics engine that we want to have this object react to forces, so we will need to add a Rigidbody component. To do so, with the Player object selected, go to the menu and select Component | Physics | Rigidbody. To see what happens now, let’s click on the Play button, which can be seen in the middle of the first toolbar:
Figure 1.6 – Current state of the game

Figure 1.6 – Current state of the game

As in the preceding screenshot, you should see the ball fall down onto the ground when we play the game.

Tip

You can disable/enable having the Game tab take up the entire screen when being played by clicking on the Maximize On Play button at the top, or by right-clicking on the Game tab and then selecting Maximize.

  1. Click on the Play button again to turn the game off and go back to the Scene tab, if it doesn’t happen automatically.

We now have the objects for both the floor and the player in the game and have told the player to react to physics! Next, we will add interactivity to the player through the use of code.

You have been reading a chapter from
Unity 2022 Mobile Game Development - Third Edition
Published in: Jun 2023
Publisher: Packt
ISBN-13: 9781804613726
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 €18.99/month. Cancel anytime