Hey all you kids… so I was looking back through our Space Shooter game there were a lot of mechanics I missed talking about. Mainly the Player movement and what variables are. Got the enemy working but wanted to firm up a bit about the Player mechanics before we dive into another game object or two.
In the next couple of articles, we’re going to go back a bit and do a couple of quick breakdowns. This one, let’s talk about Player movement.
What is Player or GameObject movement? Or more, how do we make any GameObject move? If you…
Let’s start to talk about Enemies, eh? How about enemies in swarms raining down hellfire down upon thy Player? How about they appear randomly from every far reaches of the dark universe? How about we start with one enemy for now? Cool, let’s begin in this short breakdown of Enemy movements.
Start by making an Enemy cube Prefab. It will be a bit smaller than the Player, will start at the origin position at 0, and need a red material. We can keep this Prefab in the Hierarchy for now.
Welcome back to the continuation of our space shooter in Unity. We talked last time about firing cool downs but never really got into how we fire our ammunition or lasers in the first place. Let’s break that down by using a technique in Unity called “instantiation.”
What it means to “instantiate” a game object in Unity is to use code to clone a game object instantly in your game. You can find more in the Unity game docs here. As you can see, there are a lot of options in the function’s parameters.
We’re back at it again in Unity 3D and now diving into a new 2D topdown shooter game. Continuing on, there are subtle features we’ll want to add as we progress. One such feature is a firing “cool down” system. When you play most topdown shooters, you wouldn’t want to be able to just spam that fire button. That could make for a super easy game.
Yes a pun on the word “pseudo” with Sudowoodo but this has some context as I will explain! Please forgive me for now.
Pseudo code or “commented” code is written text not added to a script during runtime. Its purpose is to to write out your thoughts before you type the real code. This is usually denoted by commenting 2 forward slashes “//” and typing out in plain sentence(s) what you want to accomplish in code or what you want to make as a note for later.
So working today with some GameDevHQ tutorials and found a useful layout for folks interested in using a professional layout. I usually used 2 by 3 layout myself but found this new custom one pretty adaptable for may uses in Unity.
By default, the current Unity layout is ok but can feel clumsy over time. The Scene window doesn’t need to be so big and the Project window should be more vertical as you acquire more items/folders in your project.
To change to a more professional layout, start with the “Tall” layout by pressing the “Default” dropdown at the top…
Been working in Unity 3D for awhile but it’s been a sec since I’ve looked over the new 2021 interface. I remember from my old Maya 3D animation days that transforms are as follows for the keyboard hot keys:
w: Position, e: Rotate: r: scale.
These seem fairly arbitrary but have become fairly universal in the 3D world. You can see these keyboard shortcuts in many different 3D software tools like Blender, Maya, and Unreal UDK.
If you haven’t heard yet and are used to GitHub’s “master” default branch, it may be a bit confusing at first when connecting your GitHub repository to your local project using the Git Bash console in the Git environment. As of October 1, 2020, by default GitHub has officially changed the term “master” to “main”: https://github.blog/changelog/2020-10-01-the-default-branch-for-newly-created-repositories-is-now-main/
So, when setting up your project to connect Git to GitHub, you may get this error:
This is however an easy fix. You can rename your default branch to anything you want. …
Been working in Unity 3D as a designer/3D artist for awhile. I’m now pushing my knowledge as a Unity Developer learning console commands for Git source control using the Git Bash console. I’ve used other visual source control programs like “Git Hub Desktop” and “Source Tree” in the past but, I hear that the console commands are a bit closer to the source of Git.
So, I started a new project in Unity 3D, GitHub, and Git Bash to experiment using pull, commit, push, and branching commands to backup simple changes. …
Passionate animator and game developer; Wesley is a co-founder for Multivarious Games and a Creative Director in elearning at Xcelerate Media.