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Unity 2022 Mobile Game Development

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

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Product type Paperback
Published in Jun 2023
Publisher Packt
ISBN-13 9781804613726
Length 480 pages
Edition 3rd 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 (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

Making it endless

Now that we have a foundation, let’s make it so that we can continue running instead of stopping after a short time by spawning copies of this basic tile in front of each other:

  1. To start off with, we have our prefab, so we can delete the original Basic Tile in the Hierarchy window by selecting it and then pressing the Delete key.
  2. We need to have a place to create all of these tiles and potentially manage information for the game, such as the player’s score. In Unity, this is typically referred to as a GameManager. From the Project window, go to the Scripts folder and create a new C# script called GameManager.
  3. Open the script in your IDE and use the following code:
    using UnityEngine;
    /// <summary>
    /// Manages the main gameplay of the game
    /// </summary>
    public class GameManager : MonoBehaviour
    {
        [Tooltip("A reference to the tile we want to
            spawn")]
        public Transform tile;
        [Tooltip("Where the first tile should be placed
            at")]
        public Vector3 startPoint = new Vector3(0, 0, -5);
        [Tooltip("How many tiles should we create in
            advance")]
        [Range(1, 15)]
        public int initSpawnNum = 10;
        /// <summary>
        /// Where the next tile should be spawned at.
        /// </summary>
        private Vector3 nextTileLocation;
        /// <summary>
        /// How should the next tile be rotated?
        /// </summary>
        private Quaternion nextTileRotation;
        /// <summary>
        /// Start is called before the first frame update
        /// </summary>
        private void Start()
        {
            // Set our starting point
            nextTileLocation = startPoint;
            nextTileRotation = Quaternion.identity;
            for (int i = 0; i < initSpawnNum; ++i)
            {
                SpawnNextTile();
            }
        }
        /// <summary>
        /// Will spawn a tile at a certain location and
        /// setup the next position
        /// </summary>
        public void SpawnNextTile()
        {
            var newTile = Instantiate(tile,
                nextTileLocation, nextTileRotation);
            // Figure out where and at what rotation we
            /// should spawn the next item
            var nextTile = newTile.Find("Next Spawn
                Point");
            nextTileLocation = nextTile.position;
            nextTileRotation = nextTile.rotation;
        }
    }

This script will spawn a number of tiles, one after another, based on the tile and initSpawnNum properties.

  1. Save your script and dive back into Unity. From there, create a new empty GameObject and name it Game Controller, optionally resetting the position if wanted for organizational purposes. Drag and drop it at the top of the Hierarchy window. For clarity’s sake, go ahead and reset the position if you want to. Then, attach the Game Manager script to the object and then set the Tile property by dragging and dropping the Basic Tile prefab from the Project window into the Tile slot:
Figure 1.22 – Assigning the Tile property

Figure 1.22 – Assigning the Tile property

  1. Save your scene and run the project:
Figure 1.23 – The current state of the game

Figure 1.23 – The current state of the game

Great, but now we will need to create new objects after these, and we don’t want to spawn a crazy number of these at once. It’s better that once we reach the end of a tile, we create a new tile and remove it. We’ll work on optimizing this more later, but that way, we always have about the same number of tiles in the game at any given time.

  1. Go into the Project window and from the Scripts folder, create a new script called TileEndBehaviour, using the following code:
    using UnityEngine;
    /// <summary>
    /// Handles spawning a new tile and destroying this
    /// one upon the player reaching the end
    /// </summary>
    public class TileEndBehaviour : MonoBehaviour
    {
        [Tooltip("How much time to wait before destroying
            " + "the tile after reaching the end")]
        public float destroyTime = 1.5f;
        private void OnTriggerEnter(Collider other)
        {
            // First check if we collided with the player
            if(other.gameObject.GetComponent
            <PlayerBehaviour>())
            {
                // If we did, spawn a new tile
                var gm = GameObject.FindObjectOfType
                    <GameManager>();
                gm.SpawnNextTile();
                // And destroy this entire tile after a
                // short delay
                Destroy(transform.parent.gameObject,
                    destroyTime);
            }
        }
    }
  2. Now, to assign it to the prefab, we can go to the Project window and then go into the Prefabs folder. From there, double-click on the Basic Tile object to open up its editor. From the Hierarchy tab, select the Tile End object and then add a Tile End Behaviour component to it:
Figure 1.24 – Adding the Tile End Behaviour

Figure 1.24 – Adding the Tile End Behaviour

  1. Click on the left arrow next to the prefab name to return to the basic scene:
Figure 1.25 – Left Arrow location

Figure 1.25 – Left Arrow location

Tip

You can also open the prefab editor by selecting a prefab object from the Project window, going to the Inspector tab, and clicking the Open Prefab button.

  1. Save your scene and play. You’ll now note that as the player continues to move, new tiles will spawn as you go; if you switch to the Scene tab while playing, you’ll see that as the ball passes the tiles, they will destroy themselves:
Figure 1.26 – Tiles automatically being destroyed

Figure 1.26 – Tiles automatically being destroyed

This will ensure that there will be tiles in front of the player to visit! But of course, this is just an endless straight line. In the next section, we will see how to make the game much more interesting.

You have been reading a chapter from
Unity 2022 Mobile Game Development - Third Edition
Published in: Jun 2023
Publisher: Packt
ISBN-13: 9781804613726
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