Learning 2D Game Development with Unity
Learning 2D Game Development with Unity?
Addison-Wesley Learning Series
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The Addison-Wesley Learning Series is a collection of hands-on programming guides that help you quickly learn a new technology or language so you can apply what you've learned right away. Each title comes with sample code for the application or applications built in the text. This code is fully annotated and can be reused in your own projects with no strings attached. Many chapters end with a series of exercises to encourage you to reexamine what you have just learned, and to tweak or adjust the code as a way of learning. Titles in this series take a simple approach: they get you going right away and leave you with the ability to walk off and build your own application and apply the language or technology to whatever you are working on.
Learning 2D Game Development with Unity?
A Hands-On Guide to Game Creation
Matthew Johnson James A. Henley
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Library of Congress Cataloging-in-Publication Data
Johnson, Matthew (Computer programmer) Learning 2D game development with Unity : a hands-on guide to game creation / Matthew Johnson, James A. Henley. pages cm Includes index. ISBN 978-0-321-95772-6 (pbk. : alk. paper)--ISBN 0-321-95772-5 (pbk. : alk. paper) 1. Computer games--Programming. 2. Unity (electronic resource) I. Henley, James A. II. Title. QA76.76.C672J64 2015 794.8'1526--dc23
2014037406
Copyright ? 2015 Pearson Education, Inc.
All rights reserved. Printed in the United States of America. This publication is protected by copyright, and permission must be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. To obtain permission to use material from this work, please submit a written request to Pearson Education, Inc., Permissions Department, One Lake Street, Upper Saddle River, New Jersey 07458, or you may fax your request to (201) 236-3290.
Unity, Unity Free, Unity Pro, and the Unity Web Player are registered trademarks of Unity Technologies.
Adobe?, Flash?, and Photoshop? are registered trademarks or trademarks of Adobe Systems Incorporated in the United States and/or other countries. THIS PRODUCT IS NOT ENDORSED OR SPONSORED BY ADOBE SYSTEMS INCORPORATED, PUBLISHER OF Adobe? Flash? and Photoshop?.
The Kenney logo and the Made with Kenney Logo belong to Kenney.nl, Netherlands, used with permission.
Mac? is a trademark of Apple Inc., registered in the U.S. and other countries.
Linux? is the registered trademark of Linus Torvalds in the U.S. and other countries.
DirectX, Direct3D, and Visual Studio are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries.
ISBN-13: 978-0-321-95772-6 ISBN-10: 0-321-95772-5 Text printed in the United States on recycled paper at RR Donnelley in Crawfordsville, Indiana. First printing, December 2014
Editor-in-Chief Mark L. Taub
Executive Editor Laura Lewin
Development Editor Songlin Qiu
Managing Editor John Fuller
Senior Production Editor Kesel Wilson
Copy Editor Barbara Wood
Indexer Jack Lewis
Proofreader Melissa Panagos
Technical Reviewers Reshat Hasankolli, II Sheetanshu Sinha
Editorial Assistant Olivia Basegio
Cover Designer Chuti Prasertsith
Compositor Shepherd, Inc.
v
First and foremost, a big thanks to my friends and family for supporting me throughout this process. You pushed me
to start this book and then begged me to finish it!
To my late father, who taught me to inspire and entertain others with my talent and
wild imagination: I am forever your biggest fan.
Last, to the love of my life and best friend, Jessica: without you this book would have been just
more dust in the wind of my ideas. Thank you for all of your guidance and wisdom, and for believing that I could accomplish this. I love you always and forever.
--Matthew Johnson
For my wonderful wife, who brought me tea whenever I locked myself in my office to write and tolerated being temporarily widowed by this book.
--James A. Henley v
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Contents at a Glance
vii
Contents at a Glance
Preface xix Acknowledgments xxv About the Authors xxvii
Introduction 1 1 Setting Up the Unity Development Environment 9 2 Understanding Asset Creation 27 3 Creating 2D Sprites 41 4 Building the Game World 53 5 The Basics of Movement and Player Control 71 6 Adding Animations to Our Scene 95 7 Setting Up Player Physics and Colliders 119 8 Creating and Applying Gameplay Systems 135 9 Creating Hazards and Crafting Difficulty 159 10 Creating the Menus and Interface Elements 193 11 Applying Effects to the GameObjects 215 12 Organization and Optimization 247 13 Bringing It All Together 269 14 UGUI 291 Appendix: JavaScript Code Samples 301
Index 323
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