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Mastering Unity 2D Game Development - Second Edition
Mastering Unity 2D Game Development - Second Edition
Mastering Unity 2D Game Development - Second Edition
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Mastering Unity 2D Game Development - Second Edition

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This book is for anyone looking to get started developing 2D games with Unity 5. If you're already accomplished in Unity 2D and wish to expand or supplement your current Unity knowledge, or are working in 2D in Unity 4 and looking to upgrade Unity 5, this book is for you. A basic understanding of programming logic is needed to begin learning with this book, but intermediate and advanced programming topic are explained thoroughly so that coders of any level can follow along. Previous programming experience in C# is not required.
LanguageEnglish
Release dateOct 21, 2016
ISBN9781786462336
Mastering Unity 2D Game Development - Second Edition

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    Book preview

    Mastering Unity 2D Game Development - Second Edition - Simon Jackson

    Table of Contents

    Mastering Unity 2D Game Development - Second Edition

    Credits

    About the Authors

    About the Reviewer

    www.PacktPub.com

    eBooks, discount offers, and more

    Why subscribe?

    Preface

    What this book covers

    What you need for this book

    Who this book is for

    Conventions

    Reader feedback

    Customer support

    Downloading the example code 

    Downloading the color images of this book 

    Errata

    Piracy

    Questions

    1. Overview

    Getting assets

    Unity's 2D features

    2D mode versus 3D mode

    Working with sprites

    Sprite Renderer

    Sprite Editor

    Sprite sheets

    Texture atlases

    Physics 2D

    Changes to Unity 5

    Licensing

    Component access

    Animator changes

    Audio mixing

    Summary

    2. Building Your Project and Character

    Project overview and structure

    Project overview

    Structure

    Asset naming

    Creating the project

    Creating a scene

    Sprite system

    Importing sprites

    Texture Type - Sprite (2D and UI)

    Sprite Mode - Single/Multiple/Polygon

    Packing Tag

    Pixels Per Units

    Pivot

    Generate Mip Maps

    Filter Mode

    Default settings and per-platform overrides

    Sprite Editor

    Sprite slicer

    Automatic

    Grid By Cell Size and Grid By Cell Count (Manual)

    View controls

    Sprite region manipulation

    Importing our main character

    GameObjects and components

    Sprite GameObjects

    Bringing our hero into the scene

    Classes

    MonoDevelop

    The object-orientated design

    The game structure

    The common game object

    The player object

    Planning behaviors

    Behaviors for the common game object

    Coding with components

    Accessing components

    Referencing a component

    Controlling the hero

    Going further

    Summary

    3. Getting Animated

    Fundamentals of sprite animation

    Animation clips

    Animation Dope Sheet

    The time/recording controls (1)

    Animation drop-down selection (2)

    The sample rate (frames per second) (3)

    Animation properties (4)

    Timeline (5)

    Curve view (6)

    The Animation Controllers

    The Animator component

    Animating the main character

    Adding your first Animation Clip

    Setting up the Animator and default state

    Adding the other Animation Clips

    Planning the animation transitions

    Connecting the animation states

    Accessing controllers from a script

    Making her stop animating and face the correct direction

    Going further

    Summary

    4. The Town View

    Backgrounds and layers

    To slice or not to slice

    The town background

    The town buildings and roads

    The extra scenery

    Building the scene

    Adding the town background

    Sprite sorting layers

    Sprite Sorting Order

    Updating the scene sorting layers

    Building out the scene

    Working with the camera

    Comparing Update, FixedUpdate, and LateUpdate

    Moving our camera with the player

    The perils of resolution

    Setting our aspect ratio and camera parameters

    Transitioning and bounds

    Towns with borders

    Journeying onward

    Going further

    Summary

    5. Working with Unitys UI System

    UI Canvas

    EventSystem

    Canvas Render Mode

    Screen Space - Overlay

    Screen Space - Camera

    World Space

    Using multiple Canvases

    UI Text and Images

    UI Text

    UI Image

    UI Layout and Rect Transform

    Rect Tool

    Pivot

    Anchors

    UI Buttons

    Transition types

    Text child

    On Click ()

    Going further

    Summary

    6. NPCs and Interactions

    Considering an RPG

    Advanced programming techniques

    Singletons and managers

    The manager approach - using empty GameObjects

    The singleton approach - using the C# singleton pattern

    Communicating between GameObjects

    Delegates

    The configurable method pattern

    The delegation pattern

    Compound delegates

    Events

    Messaging

    A better way

    Background tasks and coroutines

    Enter coroutines

    IEnumerator

    Yielding

    Starting coroutines

    Closing the gap

    Serialization and scripting

    Saving and managing asset data

    Using the serialized files in the editor

    Accessing the .asset files in the code

    Adding NPCs and a conversation system to our game

    Let the player walk around the NPC

    Stopping the player from walking through the NPC

    Getting the NPCs talking

    The conversation object

    Saving and serializing the object for later

    The conversation component

    Building a basic conversation system

    The manager

    Starting a conversation

    Preparing the UI

    Displaying the conversation

    Connecting the dots

    Going further

    Summary

    7. The World Map

    The larger view

    Types of map

    Fixed maps

    Generated maps

    In-game generated maps

    Going procedural

    Creating our game's map

    Adding the world map

    Adding a player prefab to the overworld

    Adding places of interest

    Leaving town

    Creating a NavigationManager script

    Blocking off paths

    Updating build settings to include new scenes

    Changing scenes

    Returning to town

    Updating the NavigationManager script

    Going further

    Summary

    8. Encountering Enemies and Running Away

    Event systems

    Exploring randomness

    True randomness

    Planning for random code/generation

    Basic Artificial Intelligence

    State machines

    Defining states

    Simple singular choice

    Planning for multiple cases

    State managers

    Sensors

    Setting up your battle scene

    Building the new scene

    Adding the first enemy

    Spawning the Dragons

    Creating the BattleManager

    Allowing the player to run away

    Starting the battle

    Saving the map position

    Stop immediately re-entering battle

    Going back to town

    Going further

    Summary

    9. Getting Ready to Fight

    Setting up our battle state manager

    The battle state manager

    Getting to the state manager in the code

    Starting the battle

    Introductory animation

    Efficient RPG UI overlays

    The adventurer's overlay

    A context-sensitive overlay

    Modern floating UI approach

    Balancing the need

    Bring on the GUI

    Laying out the HUD

    Displaying the correct buttons

    Going further

    Summary

    10. The Battle Begins

    Designing an interesting battle system

    Leveling up

    Balancing

    Preparing to attack a single enemy

    Beefing up the enemy AI

    The enemy profile/controller

    Updating the Dragon prefab

    Setting up the enemy profile in the code

    Selecting an attack

    Adding a visual effect to attack selection

    Selecting a target

    The selection circle prefab

    Adding selection logic to the EnemyController class

    Attack! Attack!

    Using particle effects to represent an attack

    Creating the materials for the particle effects

    Adding the particles

    Displaying the particles upon attack

    Finishing up the battle

    Going further

    Summary

    11. Shopping for Items

    Why do we shop?

    The power of an item

    Building your shop

    Laying out your inventory

    Rule of 99'

    Encumbrance systems

    Slot-based systems

    A mini game

    Real world

    Creating a shop and inventory

    Gathering shop assets

    Building the shop scene

    Creating inventory items

    Managing the shop

    Updating the player inventory definition

    Stocking the shop

    Linking up the buttons

    Turning off the Buy Button

    Entering the shop

    Leaving the shop

    Managing your inventory

    Adding objects to the player's inventory

    Going further

    Summary

    12. Sound and Music

    Choosing the appropriate sound and music

    Where to get sound and music for your game

    Free resources

    Audio listeners and audio sources

    Adding background music

    Creating a splash screen

    Adding the audio source

    Transitioning to the next scene

    Keeping the music after the scene transition

    Adding sound effects

    Adding a sound to the buy button

    Muting/unmuting audio

    Going further

    Summary

    13. Putting a Bow on It

    Building in-game menu structures

    The screens

    Splash screens

    Loading screens

    The main menu

    Save slots/level selections

    Settings pages

    The About screen

    Privacy policy

    Pause screens

    Additional menus (purchasing, achievements, leaderboards, and so on)

    Social

    The flow

    Finishing our splash screen

    Building our start screen

    Extending the editor

    The property drawers

    Examples property drawers

    Built-in property drawers

    Custom property drawers

    Custom editors

    The editor window

    Gizmos

    Building your editor menus

    Adding a MenuItem attribute

    Enabling/disabling a MenuItem attribute

    Adding shortcut keys to a MenuItem attribute

    Adding contextual MenuItems

    Running scripts in the Editor folder

    Alternative approaches

    The [InitialiseOnLoad] attribute

    Editor application callbacks

    Mixing it up

    Working with settings

    Using PlayerPrefs

    Serializing your data

    Saving data to disk

    Backing up to the Web

    Going further

    Summary

    14. Deployment and Beyond

    Handling platform differences

    Preprocessor directives

    Pushing code from Unity

    Processing assets

    Processing the build

    Building your assets

    Packaging gotchas

    Distributing to mobile

    Social network integration

    Monetization

    Paid

    Paid with trial

    Ad supported

    In-app purchases

    In-game currency

    Going further

    Summary

    Mastering Unity 2D Game Development - Second Edition


    Mastering Unity 2D Game Development - Second Edition

    Copyright © 2016 Packt Publishing

    All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

    Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

    Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

    First published: August 2014

    Second edition: October 2016

    Production reference: 1071016

    Published by Packt Publishing Ltd.

    Livery Place

    35 Livery Street

    Birmingham 

    B3 2PB, UK.

    ISBN 978-1-78646-345-6

    www.packtpub.com

    Credits

    About the Authors

    Dr. Ashley Godbold is a programmer, game designer, artist, mathematician, and teacher. She holds a Bachelor of Science in Mathematics, a Master of Science in Mathematics, a Bachelor of Science in Game Art and Design, and a Doctor of Computer Science in Emerging Media, where her dissertation research focused on educational video game design.  She works full-time as a game developer and also runs a small indie/passion studio. She teaches college courses in Unity, 3ds Max, Adobe Flash, game design, and mathematics.

    I would like to thank my husband, Kyle, and my daughter, Claire, for supporting me after I made the crazy decision to write a book and a dissertation at the same time. I would also like to thank my good friend, Danny Rich, for being the person with whom I initially set out to learn Unity and for helping me with character art in this book.

    I'd also like to thank everyone at Packt Publishing for helping me through this process, particularly Smeet Thakkar, Prashanth G Rao, and Sushant Nadkar for all of their help through this process.

    Simon Jackson has been a tinkerer, engineer, problem solver, and solution gatherer ever since his early years. In short, he loves to break things apart, figure out how they work, and then put them back together; usually better than before.

    He started way back when with his first computer, the Commodore Vic20. It was simple, used a tape deck, and forced you to write programs in Basic or assembly language; those were fun times. From there, he progressed through the ZX Spectrum +2 and the joyous days of modern graphics, but still with the 30-minute load times from a trusty tape deck. Games were his passion even then, which led to many requests for another gaming machine, but Santa brought him an Amstrad 1640, his first PC. From there, his tinkering and building exploded, and that machine ended up being a huge monstrosity with so many add-ons and tweaked fixes. He was Frankenstein, and this PC became his own personal monster crafted from so many parts. Good times.

    This passion led him down many paths, and he learned to help educate others on the tips and tricks he learned along the way; these skills have equipped him well for the future.

    Today, he would class himself as a game development generalist. He works with many different frameworks, each time digging down and ripping them apart, and then showing whoever would listen through his blog, videos, and speaking events how to build awesome frameworks and titles. This has been throughout many generations of C++, MDX, XNA (what a breath of fresh air that was), MonoGame, Unity3D, The Sunburn Gaming Engine, HTML, and a bunch of other proprietary frameworks—he did them all. This gives him a very balanced view of how to build and manage many different types of multiplatform titles.

    He didn't stop there as he regularly contributed to the MonoGame project, adding new features and samples, and publishing on NuGet. He also has several of his own open source projects and actively seeks any new and interesting ones to help with.

    By day, he is a lowly lead technical architect working in the healthcare industry, seeking to improve patients' health and care through better software (a challenge to be sure). By night, he truly soars! Building, tinkering, and educating while trying to push game titles of his own. One day they will pay the bills, but until then, he still leads a double life.

    I would like to thank my family above all, my wife, Caroline and my four amazing children (Alexander, Caitlin, Jessica, and Nathan), for putting up with me and giving me the space to write this title as well as my other extravagances—they truly lift me up and keep me sane. They are my rock, my shore, my world.

    I would also like to thank Jamie Hales of PixelBalloon who generously donated some content for the Appendix and gave me new ideas and insights to look into.

    A big shout out to all the guys who ran and helped me out with the Unity porting events, which I supported throughout the course of this book, namely Lee Stott, Simon Michael, Riaz Amhed, Louis Sykes, Ben Beagley, Josh Naylor, Mahmud Chowdhury, and Michael Cameron. Also, the Unity evangelists who were badgered throughout the events and were pumped for hidden details: Joe Robins and Andy Touch. Truly a great crowd to get game developers energized and their titles onto as many platforms as possible. Lots of weekends lost to writing, but the book was better, for they led to so many different experiences.

    Finally, thanks to the reviewers of this title who kept me grounded and on target, although that didn't help to keep the page count low—thanks for your support guys.

    About the Reviewer

    Claudio Scolastici is a game designer with a background in Psychology, Cognitive Science and AI. He is currently a game designer for the video game and VR/AR developer SpinVector, author of cool games such as From Cheese and Artusi Cooking Time.

    He is also a guest tutor at Digital Tutors/Pluralsight and a book author for Packt.

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    Preface

    The Unity engine has revolutionized the gaming industry, by making it easier than ever for indie game developers to create quality games on a budget. Hobbyists and students can use this powerful engine to build 2D and 3D games, to play, distribute, and even sell for free! Unity 4.3 dramatically reformed the way developers could create 2D games when they included sprite rendering, 2D physics, and sprite key-frame animation. Unity 4.6 further shook the gaming world by adding a new and elegant UI system that perfectly complimented the 2D games developers began creating. Now, Unity 5 has arrived! And this text will explore all the wonderful features it has to offer for 2D game development.

    In this book, you will learn how to build an RPG game framework, learning lots of tips and tricks along the way. You will start by making a character and a village for the character to interact with NPCs. Then you will develop an overworld map for the character to explore that will be loaded with enemies who randomly attack her. After that, you'll cover the process involved in setting up a turn based battle system along with all of the necessary steps for creating a functional GUI. Following that, you'll develop a shop and inventory system and then implement sound and music. By the end of this book, you will be able to architect, create, deploy, your game as well as have the knowledge to build and customize the Unity editor.

    What this book covers

    Chapter 1, Overview. This chapter gives a basic overview of the 2D features provided within Unity 5. It also provides general guidance for finding free assets to use within 2D projects. Lastly, it points out key differences between Unity 5 and Unity 4.

    Chapter 2, Building your Project and Character. This chapter covers the steps necessary to start building a project. It describes object oriented programming, how it is used in Unity, and the basic structure of a class in C# using MonoDevelop. This chapter also describes the process of importing, editing, and implementing, 2D sprites into the Unity engine, as well as the programming required to move the sprite around the screen with the player's interaction.

    Chapter 3, Getting Animated. This chapter introduces animation in Unity by utilizing the various animation components. It describes the process of converting a sprite sheet to an animation clip and implementing the Animator component. It also describes the process of setting up the Animator Controller and explains how to implement animation parameters using scripting.

    Chapter 4, The Town View. This chapter explains the process of setting up the town in which the character will walk around. It also explains the process of working with the camera and how to program the functionality necessary for the character to interact with her environment.

    Chapter 5, Working with Unity's UI System. This chapter gives a general overview of the UI system implemented in Unity 4.6.

    Chapter 6, NPCS and Interactions. This chapter covers the overall structure of interacting with non-player characters within an RPG. It then describes the process of writing and implementing the code necessary to allow the player to speak with the NPCs, and displaying the conversation utilizing the UI system.

    Chapter 7, The World Map. This chapter discusses the process of building a map for the player to navigate and allowing the player character to exit the initial town.

    Chapter 8, Encountering Enemies and Running Away. This chapter discusses the process of creating a battle scene that contains randomly spawning enemies. It then covers the programming required to have the player character transition in to random battles and transition back to the map by selecting the option to run away.

    Chapter 9, Getting Ready to Fight. This chapter discusses the process of developing a battle introduction animation and the GUI that will allow the player to interact with the battle.

    Chapter 10, The Battle Begins. This chapter further develops the battle system, by implementing the code that allows the player to select various attacks, incorporating particle systems to represent attacks, and utilizing an event system.

    Chapter 11, Shopping for Items. This chapter discusses the process of creating a shop in which the player can buy items and an inventory system in which the player can save the purchased items.

    Chapter 12, Sound and Music. This chapter covers the basics of sound integration utilizing audio listeners and sources, by adding background music and a sound effect when the player purchases an item.

    Chapter 13, Putting a Bow on It. This chapter covers the finishing touches necessary to create a complete game. This includes packaging the game, implementing a splash screen and menu system, extending the editor, and adding a system to save the player’s data.

    Chapter 14, Deployment and Beyond. This final chapter discusses how to convert the final game to a playable game.

    What you need for this book

    In order to follow this book, you will need the Unity game engine available at https://unity3d.com/get-unity/download.

    You will need to download version 5.3 or higher. This text was written using 5.3.4. If for some reason, you want to get Unity 5.3.4 instead of the most recent version, you can get archived versions from https://unity3d.com/get-unity/download/archive.

    To get the art assets and code discussed within the book, you should download the book's support files.

    Who this book is for

    This book is intended for anyone looking to get started in developing 2D games with Unity 5 or anyone already familiar with Unity 2D wishing to expand or supplement their current Unity knowledge. A basic understanding of programming logic is needed to begin learning with this book, but intermediate and advanced programming topic are explained thoroughly so that coders of any level can follow along. Previous programming experience in C# is not required.

    Conventions

    In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

    Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: This is done by calling DontDestroyOnLoad when you initialize the class.

    A block of code is set as follows:

    //Set the public property of the singleton

    MySingletonManager.Instance.MyTestProperty = World Hello;

     

    //Run the public method from the singleton

    MySingletonManager.Instance.DoSomethingAwesome();

    New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: After selecting Create project, you'll be brought to the Editor Window

    Note

    Warnings or important notes appear in a box like this.

    Tip

    Tips and tricks appear like this.

    Reader feedback

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    To send us general feedback, simply e-mail feedback@packtpub.com, and mention the book's title in the subject of your message.

    If there is a topic that you have expertise in and you are interested in either writing or contributing to a book, see our author guide at www.packtpub.com/authors.

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    Now that you are the proud owner of a Packt book, we have a number of things to help you to get the most from your purchase.

    Downloading the example code 

    You can download the example code files for this book from your account at http://www.packtpub.com. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register to have the files e-mailed directly to you.

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    Downloading the color images of this book 

    We also provide you with a PDF file that has color images of the screenshots/diagrams used in this book. The color images will help you better understand the changes in the output. You can download this file from https://www.packtpub.com/sites/default/files/downloads/MasteringUnity2DGameDevelopmentSecondEdition_ColorImages.pdf.

    Errata

    Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you find a mistake in one of our books—maybe a mistake in the text or the code—we would be grateful if you could report this to us. By doing so, you can save other readers from frustration and help us improve subsequent versions of this book. If you find any errata, please report them by visiting http://www.packtpub.com/submit-errata, selecting your book, clicking on the Errata Submission Form link, and entering the details of your errata. Once your errata are verified, your submission will be accepted and the errata will be uploaded to our website or added to any list of existing errata under the Errata section of that title.

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    Chapter 1. Overview

    Arguably, the most important parts of any project are knowing where to start and what tools you have in your arsenal before setting out to make your game. In this chapter, we will give a brief overview of the 2D tools offered in Unity 5 and explore the new features available to Unity 5.

    Since this is the first chapter, let's cover how this book is structured. The main aim of this book is to build a fully functional, retro-style, Role-Playing Game (RPG) framework and cover all the main aspects of any good and well-rounded RPG game, including the following features:

    Character development and setup

    Building your main game view

    A wider world view

    Events and encounters

    Shopping and inventory systems

    Battles

    We will be visiting places such as the following:

    Your home town, as shown in the following screenshot:

    The local shop, as shown in the following screenshot:

    The outside world, as shown in the following screenshot:

    Battling dragons in the dark forest, as shown in the following screenshot:

    In this chapter, we will walk through the key terms used when working in 2D, as well as the big changes made in Unity 5 relevant to 2D game creation. We will kick off the next chapter by building the foundations of our project with some of the best practices in the industry, including guidance from the Unity team themselves (either direct from team members or from responses in the forums).

    The following topics will be covered in this chapter:

    Overview of Unity's 2D system

    Rundown of new features provided in Unity

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