- Unity 2020 By Example
- Robert Wells
- 263字
- 2021-06-11 17:57:15
Chapter 2: Creating a Collection Game
In this chapter, we will complete the collection game that we started in the previous chapter. As a reminder, in this game, the player wanders an environment in first-person, searching for and collecting coins before a global timer expires. So far, the project features a complete environment, a first-person controller, and a simple coin object. The coin has been shaped, and a Material has been applied, so it looks the part, but cannot yet be collected (something we will rectify shortly).
This chapter completes the project by making the coin object collectable and adding a timer system to determine whether the total game time has expired. In essence, this chapter is about defining a system of logic and rules governing the game, including the win and lose conditions. To achieve this, we'll need to code in C#.
In this chapter, we'll customize the Material (specifying how an object should be rendered) for the coin object to make it look more realistic. Once our coins look the part, we'll write scripts in C# for coin collection, counting, and spawning. As part of this process, we'll create custom Tags (which we'll use to identify the coin objects in the scene), and convert the coins to prefabs (which will enable us to spawn them during gameplay). We'll also write a timer to add a sense of urgency to the game.
Overall, this chapter will demonstrate the following topics:
- Creating Materials
- Coding with C#
- Working with prefabs
- Unity Tags
- Using particle systems
- Building and compiling games to be run as standalone
- Mastering OpenLayers 3
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