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1. Create a Unity3d project
2. Set camera to Orthographic projection
The output of the game is achieved by the scene observed by the camera, which renders the scene to a 2D computer screen with two different projection modes: Perspective projection and orthographic projection, which by default is perspective projection.
Perspective projection
Orthogonal projection
3. Adding a related object model
Move the camera object, light to the following effect
Add game object move out of border control
Using Unityengine;
Using System.Collections;
public class Player:monobehaviour {
public float playerspeed;
Use this for initialization
void Start () {
}
Update is called once per frame
void Update () {
float Amttomove = Input.getaxis ("horizontal") *time.deltatime*playerspeed;
GameObject.transform.Translate (Vector3.right*amttomove);
if (transform.position.x-7.5) {
If the block moves beyond the right side of the game form, the box will enter from the left window
Transform.position = new Vector3 (5.25F,TRANSFORM.POSITION.Y,TRANSFORM.POSITION.Z);
}
if (transform.position.x5.25) {
If the block moves beyond the right side of the game form, the box will enter from the left window
Transform.position = new Vector3 ( -7.5F,TRANSFORM.POSITION.Y,TRANSFORM.POSITION.Z);
}
}
}
4. Creating shells [Create-capsule]
Adjust the size of the shells as needed
Select the shell model, stand-alone Component menu, select Physics-rigidbody, and set the shells as rigid bodies so that collision detection can be achieved later.
Add a move action script for shells
Using Unityengine;
Using System.Collections;
public class Bullettile:monobehaviour {
public float bulletspeed;
Private Transform Mytransform;
Use this for initialization
void Start () {
Mytransform = Gameobject.transform;
}
Update is called once per frame
void Update () {
Define the projectile movement speed
float Amttomove = bulletspeed * time.deltatime;
To move the shells vertically upward.
Mytransform. Translate (Vector3.up * amttomove);
Destroy shells if the shells move beyond the game scene
if (mytransform.position.y5.15) {
Destroy (This.gameobject); Destroys the current object
}
}
}
Object Reuse
You can reuse a model object by creating a Prefab object in project and then dragging the object model you want to reuse onto the Prefab object.
The implementation of the firing bullets
To create a prefab reusable object instance in the player script
Using Unityengine;
Using System.Collections;
public class Player:monobehaviour {
public float playerspeed;
Public Gameobject Bulletprefab;
Use this for initialization
void Start () {
}
Update is called once per frame
void Update () {
float Amttomove = Input.getaxis ("horizontal") *time.deltatime*playerspeed;
GameObject.transform.Translate (Vector3.right*amttomove);
if (transform.position.x-7.5) {
If the block moves beyond the right side of the game form, the box will enter from the left window
Transform.position = new Vector3 (5.25F,TRANSFORM.POSITION.Y,TRANSFORM.POSITION.Z);
}
if (transform.position.x5.25) {
If the block moves beyond the right side of the game form, the box will enter from the left window
Transform.position = new Vector3 ( -7.5F,TRANSFORM.POSITION.Y,TRANSFORM.POSITION.Z);
}
Get the transmitter position directly above the emitter
Vector3 position = new Vector3 (transform.position.x,transform.position.y+transform.localscale.y/2.0f, TRANSFORM.POSITION.Z);
Press the SPACEBAR to launch the bullets.
if (Input.getkeydown ("space")) {
Instantiate a Projectile object
Instantiate (bulletprefab,position,quaternion.identity);
}
}
}
Dragging represents an attribute instantiation, because our script defines the public property, where we can manually assign a value to the public property, at which point the program runs, with the left and right keys to control the movement of the emitter, with space fired bullets.
Application Examples:
Adding and controlling sound in the game
Supported sound files: *.aiff,*.wav,*.mp3,*.ogg
. AIFF
Convert to uncompressed audio import, which is best for short-tone effects. You can compress on demand in the editor.
. Wav
Convert to uncompressed audio import, which is best for short-tone effects. You can compress on demand in the editor
. MP3
Convert to OGG format to import, most suitable for longer music tracks.
. OGG
Compressed audio format (not compatible with iphone devices and some Android devices), best suited for longer music tracks.
Add a Sound control button,
void Ongui () {
Gui. button (new Rect (10,10,100,35), "play Music");
Gui. button (new Rect (10,60,100,35), "pause playback");
Gui. button (new Rect (10,110,100,35), "Stop Music");
}
Add an event to a button
void Ongui () {
if (GUI. button (new Rect (10,10,100,35), "Play Music")) {
GameObject.audio.Play ();
}
if (GUI. button (new Rect (10,60,100,35), "pause playback")) {
GameObject.audio.Pause ().
}
if (GUI. button (new Rect (10,110,100,35), "Stop Music")) {
GameObject.audio.Stop ();
}
}
5. Add sound for firing shells
Select Bulletprefab, Component-audio-audionsource in the standalone form
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