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Thorn - Learn Unity for 2D Game Development

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Thorn Learn Unity for 2D Game Development
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2D games are everywhere, from mobile devices and websites to game consoles and PCs. Timeless and popular, 2D games represent a substantial segment of the games market. In Learn Unity for 2D Game Development, targeted at both game development newcomers and established developers, experienced game developer Alan Thorn shows you how to use the powerful Unity engine to create fun and imaginative 2D games. Written in clear and accessible language, Learn Unity for 2D Game Development will show you how to set up a step-by-step 2D workflow in Unity, how to build and import textures, how to configure and work with cameras, how to establish pixel-perfect ratios, and all of this so you can put that infrastructure to work in a real, playable game. Then the final chapters show you how to put what youve already made to work in creating a card-matching game, plus youll learn how to optimize your game for mobile devices.

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Alan Thorn Learn Unity for 2D Game Development 10.1007/978-1-4302-6230-5_1
Alan Thorn 2013
1. Unity Basics for 2D Games
Alan Thorn 1
(1)
Essex, United Kingdom
Abstract
This book is about making 2D games using the Unity engine. It will focus not only on the central concepts critical to 2D games, such as 2D space and projections, but also on the practical workflow that can be followed in Unity for creating 2D games. I use the term 2D game (two-dimensional game) to mean any game that principally relies on only 2D coordinates. Famous 2D games include Tetris, Super Mario Brothers, Angry Birds, and many more.
This book is about making 2D games using the Unity engine. It will focus not only on the central concepts critical to 2D games, such as 2D space and projections, but also on the practical workflow that can be followed in Unity for creating 2D games. I use the term 2D game (two-dimensional game) to mean any game that principally relies on only 2D coordinates. Famous 2D games include Tetris, Super Mario Brothers, Angry Birds, and many more.
In a 2D game, players typically cannot rotate or move the camera freely in 3D space to view objects from other angles and perspectives. The game objects themselves typically move in only two dimensions as well, such as along the X and Y axes (left/right and up/down) but not along the Z axis (forward/backward); like the characters in a side-scrolling platform game. There are, of course, some exceptions to these rules. But generally, 2D games are defined by the restrictions they put on the developerthey negate or remove the third dimension as a principle element in the game.
Necessarily, some might ask why bother creating 2D games at all? And the answer lies mainly in that 2D games have a charm and a simplicity that imparts a classical feel to them, and it is a feel that is popular with many gamers. This chapter represents the start of our journey toward 2D games. In keeping with its practical flavor, the chapter takes a summary look at the Unity engine as it pertains to 2D games only. This chapter acts as a refresher course in the basics for those already familiar with Unity, and as a crash-course for those who are not. The chapters purpose is not simply to emphasize the engine basics in a general and standard way, but to depict them from a new angle; to look at them with a 2D mind-set as opposed to the 3D mind-set that usually introduces the Unity engine. For this reason, some features take on a new importance for us, and some features receive no coverage here at all. Some of the features not discussed in this chapter include light mapping, particle systems, and the animation system Mecanim. The reason is not because these features cannot be integrated into a 2D workflow, because they can. Its simply because we can make 2D games without them if we choose, and so they dont represent a core or a foundation in Unity for 2D games. So lets jump straight in and take a look at the Unity editor and tools from a 2D perspective.
Unity Projects, Assets, and Scenes
When you make a game in Unity, youll come into contact with projects, assets, and scenes. These are high-level concepts that every developer needs to know about upfront.
Project Wizard and Project Panel
Lets start with projects: Unity is a project-based application. In practice this means every time you make a new game, youll make a new project. In Unity, 1 project = 1 game. It doesnt matter whether your game is 2D or 3D, a project is simply a container for all your game files and data. It corresponds to a folder on your hard drive, and that folder houses all the files for your game project during its development. To create a new project in Unity, click the File New Project option from the application menu. This is the equivalent of saying I want to make a new game. Do not however press the keyboard shortcut Ctrl+N , because this creates a new scene and not a new project. In Unity, a scene refers to a level. That is, a complete environment in the game.
Note
You can also open an existing project with File Open Project . Unity version 3.4 upward ships with a demo project known as AngryBots, as shown in Figure . This is a 3D game but is nonetheless worth examining in more depth if youre new to Unity.
The Project Wizard dialog appears (see Figure ). This dialog allows you to specify the root location for the project. You can also choose to import a range of asset packages. These are pre-made files and data that can make your life easier, saving you from having to re-invent the wheel later on. But for 2D games we can usually leave all these asset packages uncheckedwe wont need them here. Once youre happy with the settings, click the Create button to generate a new project.
Figure 1-1 The Project Wizard dialog displays settings for creating a new - photo 1
Figure 1-1.
The Project Wizard dialog displays settings for creating a new project
Once the project is generated, Unity displays the default interface. This is where well spend a lot of time making games. Running along the bottom of the interface is the Project Panel (see C in Figure ). This acts much like a folder view, showing the contents of the Project folder on the hard drive. For new projects, this panel typically begins completely empty. But as we add our own meshes, images, and other data, it populates with items. You can open the Project folder directly from the Project Panel in either Windows Explorer on Windows orFinder on Mac. To do that, right-click the mouse inside the Assets Panel (inside the Project Panel) and select Show in Explorer from the context menu.
Figure 1-2 The Unity interface for Unity 4 in its default layout A The - photo 2
Figure 1-2.
The Unity interface for Unity 4 in its default layout: A) The application menu B) The Scene Hierarchy C) Project Panel D) Object Inspector E) Scene Viewport
Note
You can make the Project Panel, or any panel, larger by hovering the cursor over it and pressing the spacebar. This maximizes the panel to the size of the editor window. You can toggle the panel back to its original size by a second spacebar press.
The project folder typically contains four subfolders: Library, Assets, ProjectSettings , and Temp . The Project Panel in the Unity interface displays the contents of only the Assets folder, because this is where our game files will be stored when imported. The other three folders contain meta-data, and they should be managed by the Unity application exclusively. It is highly recommended never to manually remove or edit files from anywhere inside the Project folder or its subfolders. Doing so could lead to corrupted or damaged projects if the files are not copied in the proper way. Im simply discussing the Project folder here so you know where it is, and its general structure.
Assets and Project Files
The project is the home of all your game files; all the files that make up your game. These may include meshes, textures, movies, animations, sounds, music, text data, and more. These files are together named Assets (plural) by the Unity engine. Each file is a unique asset (singular). When you want to put a mesh or object or file inside your game, youll need to import it first as an asset of the project. Only assets in the Project Panel can be included in your game. You can import assets into the Project using either of two methods. You can select Asset Import New Asset from the application menu (See Figure ) or, you can drag and drop files from Windows Explorer or Finder directly into the Project Panel. The former method allows you to import only one file at a time, while the latter allows multiple files to be imported together.
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