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Getting Started with Unity 5.x 2D Game Development

You're reading from   Getting Started with Unity 5.x 2D Game Development Enter the world of 2D Game development with Unity 5.x

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781784397173
Length 478 pages
Edition 1st Edition
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Author (1):
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Francesco Sapio Francesco Sapio
Author Profile Icon Francesco Sapio
Francesco Sapio
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Table of Contents (9) Chapters Close

Preface 1. A Flat World in Unity FREE CHAPTER 2. Baking Cupcake Towers 3. Communicating with the Player – the User Interface 4. No Longer Alone – Sweet-Toothed Pandas Strike 5. The Secret Ingredient Is a Dash of Physics 6. Through a Sea of Sprinkles – Navigation in Artificial Intelligence 7. Trading Cupcakes and the Ultimate Battle for the Cake – Gameplay Programming 8. What Is beyond the Cake?

The main menu


As in many games, there is a main menu when the game starts, and so, also, in our game we cannot forget a main menu. This will give us the possibility to explore a bit more of what we have touched upon in Chapter 1, A Flat World in Unity, about changing scenes in Unity.

Designing the main menu

As we learnt back in Chapter 3, Communicating with the Player – the User Interface, it's good practice to have a design of the user interface, and the main menu is an extension of the user interface. As such, it should be designed with the same principles of UI design in mind.

The menu for our game is very simple: we have a cool background, and three buttons placed just below the center of the screen. They are respectively:

  • NEW GAME: Creates a new game for the player, by loading the level we have been creating so far

  • SETTINGS: Triggers a setting screen, where the player can manipulate some options (this is left as an exercise, in the Homework section)

  • QUIT: As the name suggests, it closes the...

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