Chapter
Different approaches to games
2D with 3D graphics, also known as 2.5D
2D with a perspective camera
An overview of built-in features in Unity
Creating a new 2D project in Unity
A brief overview of the Unity User Interface (UI)
The main components of the UI in Unity
Customizing the workspace
Primitive and placeholder objects
Naming conventions for assets (and in general)
Preparing for the projects in this book
Project 2 - intergalactic shooter: Quark
Chapter 2: Working with Assets
An overview of collecting games
Key features of collecting in games and things to keep in mind
What will you learn in the remainder of this chapter?
How to use the Sprite Editor
Sprite Creator is your friend when you have no assets
Setting up the Angel Cakes project
Importing assets into the engine
Configuring assets for the game
Maximizing the space that you have
Chapter 3: Let’s Make Some Prefabs
Basics of audio and sound FX in Unity
Choosing sounds for background and FX
Integrating background music in our game
Creating the Angel and the PlayerController
A brief overview of Unity's physics system
Exposing variables in the inspector
From the player input to a new position in the world
Moving the character to the new position
Testing the PlayerController
Setting up the Angel Cakes
Enforcing components, again!
Testing the cake collectable system so far
Prefabs for our Game Objects
Creating the Prefab for the player and the cake
Chapter 4: It’s about U and I
Designing the user interface
Programming the user interface
Keep it simple, consistent, and focused
Ergonomics: devices, hardware, and gestures
Introduction to the UI system in Unity
Building UIs in Angel Cakes
Scripting a UI and integrating with the collection systems
Programming the scoring system
Increasing the score when the player collects a cake
Creating a Game Over Screen
Scripting the Game Over Screen
Chapter 5: Freeze! Creating an Intergalactic Shooter
Overview of shooting games
Setting up the project for game #2
Importing assets for the space shooter
Introduction to the animation system
Concepts of Sprite animations
Generating the animations from the sprites
Adding a state behavior for destroying the explosion
Saving the explosion as a prefab
Chapter 6: No One Is Alone Forever
Creating a shooting system
Requirements of the player controller
Requirements of the enemy controller
Creating the enemy controller
New variables for the enemy controller
Alternative enemy controller
Creating the second enemy controller
Changing the aiming system
Creating a bullet controller
Exposing variables in the Inspector
Getting the reference to the rigidbody
Auto-destroying the bullet
Chapter 7: Getting Serious About Gameplay
Creating the lives counter
Creating the star score counter
Building an infinite scrolling map
Falling stars and planets
Scripting the spawning system
Other things you could consider adding to the game
Chapter 8: Building a Tilemap and Importing it into Unity
Infinite scrolling/endless runner
Overview of the project for game #3 - RETROformer
Introduction to the program - Tiled and Tiled2Unity
Changing level properties
Adding colliders to our tiles
Importing tilesets into Unity with Tiled2Unity
Chapter 9: Look, It Moves
A short recap of the animation system
Setting up the sprite sheet for the animations
Creating the animations from the sprite sheet
Building the Animation State Machine
Chapter 10: Let’s Get Physical
Setting up the Movement Component
Chapter 11: Don’t Forget to Save!
Creating a save/load system in Unity
Variables to save in RETROformer
Building the save/load system for our game
Refining the save and load system
Creating the user interface
Enhancing the environment
Chapter 12: The Nature of Export
Implementing mobile input for the game
Preparing an Android Unity project
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