What why and how? Telerik School Academy Unity 2D Game Development.

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Presentation transcript:

What why and how? Telerik School Academy Unity 2D Game Development

1. Part 1 1.Intro to Unity 3D and 2D Game Development 2.Basic Math for 2D Game Development 3.2D Graphics and Animations 2. Part 2 1.2D Physics Engine 2.Game Scripting with C# 3.UI and Audio 3. Part 3 1.Building a 2D Game 2

1. What is Unity 3D 2. The Editor 1.Project Browser 2.Hierarchy 3.Inspector 4.Scene View 5.Game View 3

3. Building blocks of Unity games 1.Scenes 2.Cameras 3.Game Objects 4.Layers & Tags 5.Components 6.Scripts 4

The famous game engine

 Unity 3D is Unity 3D Unity 3D  Cross-platform game engine  Web  Desktop  Mobile  Free or Paid  Supports C# and JavaScript  Has own IDE (Visual Studio support) Visual Studio supportVisual Studio support  Can be used for both 3D and 2D games 6

 The game engine is  Built on Mono Mono  Has built in Physics for both 2D and 3D  Has everything but the kitchen sink (“От пиле мляко“ in Bulgarian)  Best games built on top of Unity  Hearthstone by Blizzard Hearthstone  Endless Space Endless Space Endless Space  More here: 7

Its own IDE

 Project Browser Project Browser Project Browser  Contains the file structure of your game  Contains textures/sprites  Contains code scripts files  Contains animations  Contains other resources 9

 Hierarchy Hierarchy  Contains all game objects in the current scene  Can contain “folders”  When objects are added or destroyed they will be shown here  Supports drag’n’drop  Double click shows the location of the selected object 10

 Toolbar Toolbar  Contains functionality for transforming the game objects  Contains “Play”, “Pause” and “Stop”  Transform tools – moving, rotating and scaling 11

 Scene View Scene View Scene View  The sandbox of the game world  Works in three dimensional coordinates (x, y, z)  Can be set to 3D or 2D mode (z-axis is ignored)  Used to position every game object  Player  Enemies  Background  Camera 12

 Game View Game View Game View  Shows the started game  How it will look when it is built  Can be used to fine-tune the game  Starts in seconds  Allows drawing of so called Gizmos 13

 Inspector Inspector  The most used part of the IDE  Allows you to edit all parameters of game objects  Allows you to add components to game objects  Parameters can be changed runtime to test the game 14

 Organizing the workspace Organizing the workspace Organizing the workspace  Every window can be drag’n’dropped  Every window can be made separate  You can use the predefined layouts or create your own  From the window menu you can add other windows  Console  Animation and Animator  Others 15

 Useful hotkeys Useful hotkeys Useful hotkeys  Q - Pan  W - Move  E - Rotate  R - Scale  T - Rectangle Tool  V - Vertex Snap  CTRL/CMD+LMB - Snap 16

 Publishing builds Publishing builds Publishing builds  First go to “File” – “Build settings”  Web Player  PC and MAC  Android  iOS  Consoles  Then go to “File” – “Build and run” 17

What makes it tick?

 Scenes  Contains the current “level” world of the game  Contains all the game objects in current use  Scenes are also all other screens  Main menu  Loading screen  Game over screen  Other  Used with cameras to show part of the world 19

 GameObject GameObject  “GameObject” – “Create Empty”  Everything in your game is GameObject  The background, the player, the enemies, the effects, the camera  Consider the GameObject as an empty container of different components  A single GameObject does not do anything special – it has only Transform component  Different GameObjects have different components as “ingridients” 20

 GameObject GameObject  Empty objects have Name, Tag, Layer and Transform  Transform Transform  Describes the position of the object in the game world  Position – Unity uses Cartesian coord. system Cartesian coord. systemCartesian coord. system  Rotation – Unity uses Quaternions Quaternions  Scale – scale on x, y, z – value 1 is original 21

 Other Components may be  Camera components  Animation components  Physics components  Script components  Other  Each script is just a regular component  First compiled  Then attached to the object 22

 Name – for the developer  Tags Tags  You can mark objects with tags  For ex. “Player”, “Enemy”, “Collectible”, etc.  Easier to filter later in the scripts  Layers  Gives the ordering in front of the camera  One object on top of the other  Static GameObject – for less calculations Static GameObject Static GameObject 23

Prefabs  Prefabs Prefabs  Your own prebuild objects with all the needed components  Think of it as a factory for certain objects  You can easily create prefabs and then use them all over the scene  When you change a prefab, you change all instances at the same time  You can have prefab variations 24

Prefabs  Prefabs Prefabs  Create folder “Prefabs” and drag an object there  You can create new instances with drag’n’drop from the “Prefab” folder to the scene  In the “Hierarchy” all prefabs are colored in blue  You can choose an object and break its prefab connection with “GameObject” – “Break Prefab Instance” 25

Camera  Camera Camera  The camera shows part of the world to the player  It is normal object, so it can be easily moved with the Transform component  Each camera shows what is “in front” of it  Two types of cameras  Perspective – used mainly in 3D mode  Orthographic – used mainly in 2D mode 26

Camera  Camera Camera  The camera height is always predefined  The camera width depends on the resolution  The size parameter of the orthographic camera is half the height  You can set it in the inspector  To get the width you need simple math with the aspect ration of the screen  width = height * ScreenWidth / ScreenHeight 27

 Unity is a powerful game engine  Has its own IDE  Project Browser, Hierarchy, Inspector  Scene and Game views  Building blocks of an Unity game  Scenes  Game Objects and Components  Prefabs  Camera 28

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