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in the update method

* Note, of course more logic could be added to make this more complicated

17. End Note

I hope you had a good taste of Unity 2D. Of course, this was just a very brief introduction and there are many more aspects of Unity not covered; ie. UI buttons. You can go to my Unity 3D course below if you want to learn more, or start creating your 2D game. There are many more resources online for you to check out if you need help, or want inspiration. These resources can be found in section 11 and thank you for joining me with this course. If you have any feedback, feel free to go to the GitHub and open a discussion. Again, thanks for viewing and good luck to your future Unity endeavors.

End Product/Demo

If you want to play it yourself (On windows, sorry Unix users 😜 need to build from source yourself):

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18. Title Screen

One of the last things to do is to create a title screen

See here for title screen section

19. Scripting

Unity is based on C# and is very much a c-styled programming language. That means it resembles programs that are written in C, C++, or Java.

The main thing to know though is Unity’s implementation of C#

If you create a script, automatically, it will be drawn from a template that looks similar to the following:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class movement : MonoBehaviour
{
    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {

    }
}

You will notice that at the top there are imports from Unity’s other libraries using the using keyword. Afterwards, Unity defines the script as a class*. The class is defined as public so other scripts and Unity can assess and utilize this class. The name you gave the script will follow the class keyword. Afterwards, MonoBehaviour is defined as what movement inherits from. Think of this as your script extending from class MonoBehaviour.

* Note a class is a data structure that holds a collection of information on the class (ie. its attributes and methods).

Below that and indented, we see void Start() and void Update(). As the comments suggest, void Start() occurs before the first frame update and void Update() is called once per frame. Note void means there will not be a return value (ie. no return statement).

Also, there are different methods of MonoBehaviour such as FixedUpdate() that may update more or less than once per frame. This will be important for any physics related functions

A list of other functions and methods that can be used can be found on the Unity Documentation site, however, the most important thing about learning and debugging Unity is to use

Debug.Log() // logs to Unity console

When using this, after running the game, it will output to Unity’s debug console

20. Build

So you finished your game, now you need to disturbed the game. This is done through building the game.

  1. Go to File, Build Settings…

  2. Select the scenes that you want to build

  3. Select the desired Platform

  4. You can customize the company name, product name, icon, and cursor

  5. Build (And Run if you want to run it)

  6. Select the folder and wait for it to build

* Note if you did not add an exit game button, the only way to exit is to close the program externally or Alt-f4

21. Cloning Guide

To download the finished project:

  1. Go to https://github.com/Zeyu-Li/Unity-Tutorial-2D

  2. Download ZIP after clicking Clone or download

  3. Unzip and move to desired directory

  4. Go on Unity Hub and click Add and located to directory

  5. The project should appear in Projects and it is done

  6. Click on the project to open it

* Note if you want the project at different steps click on commits or https://github.com/Zeyu-Li/Unity-Tutorial-2D/commits/master and between Feb 26, 2020 added logo commit to April 12, 2020 finished Unity template game is when various steps where completed. To download the project file at these times, click on the bracket thing (see below) and repeat above from step 2

22. Collaboration

Unity’s Collab

Collaborating with friends can be tough with Unity, especially with git/GitHub, but if you are careful, things could turn out fine.

If you need to collaborate, the best way is to use Unity’s Collab feature

However, note that this only supports 4 people (which is usually enough because only people that will contribute to the codebase should need it)

Otherwise if you decide to GitHub, here are some general practices:

  1. Everyone should work on their own branches and work on their own scenes working towards Prefabs (ie one person on movement, one on moving platforms, etc.)
  2. Optionally, have one person on the master (final) level to peace it together
  3. Use this gitignore or clone from my projects on GitHub
  4. Have the core gameplay done first (especially at a Game Jam)
  5. Get to know Git/GitHub and how version control works
  6. Remember you can go back to a previous working version
  7. Have fun and don’t fight with your team members

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23. Resources

  • The Unity User Manual provides some great documentation with code that can for the most part be copied and pasted
  • Brackey’s YouTube channel
  • Lynda.com – If you have a library card, there is a high probability that you have access to Lynda with their organization deal
  • Google is your best friend
  • Ask on Reddit or Stack Exchange, don’t worry they won’t bite