
Learn to build 2-D games in the Unity engine by configuring 2D view ports and cameras, creating procedural geometry for quad planes, and extending the editor with custom GUI windows.
Set up a fresh Unity 2D project, organize textures and assets into folders, import course files, and prepare a named scene while outlining project objectives.
Configure the interface to support 2D game creation in Unity by side-by-side scene and game tabs, and disable ambient light in render settings for full brightness 2D visuals.
Configure the Unity game tab to a fixed 800 by 600 resolution using the free aspect dropdown and set the default resolution in player settings.
Switch a Unity camera from perspective to orthographic for 2d games. Observe that with an orthographic camera, object size stays constant regardless of depth.
Align unity units with pixels to achieve pixel perfect 2d game graphics by configuring the camera size to half the vertical resolution and positioning sprites in pixel coordinates.
Learn to optimize 2d game geometry in Unity by generating quads instead of cubes, using a custom C# plugin to create a quad plane with textures and a centered anchor.
Learn how to reduce draw calls and boost performance in Unity by using texture atlases, batching shared textures, and applying UV mapping to quads.
Learn to create an atlas texture and uv-map objects to its regions to reduce draw calls in Unity, and extend Unity editor with a wizard plugin to automate atlas generation.
Learn how to customize a Unity ScriptableWizard to build texture atlases by selecting textures, naming the atlas, and implementing onWizardCreate to generate the atlas texture.
Configure textures for atlas packing by adjusting Unity import settings, set power-of-two handling, read/write, wrap mode to clamp, and filter mode to point, then apply and reimport.
Automate texture import settings for Unity atlases by applying a configure for atlas function to every texture in the textures array. Generate the atlas texture after configuring all textures.
Generate an atlas texture by padding and packing multiple textures in Unity, save as PNG, import back into Unity, and assemble four textures into a single atlas.
Learn to record atlas UV data by creating an atlas data component that stores the atlas texture, subtexture names, and UV rectangles, attached to an invisible game object.
Generate the final atlas texture by creating an atlas object, adding atlas data, and populating names, uvs, and texture references.
Learn to edit UVs in Unity by mapping atlas textures to quads using a custom atlas sprite editor and switch to unlit transparent materials.
Set up a pixel-perfect shooting gallery in Unity using quad atlas textures, with enemy and background objects, a foreground cursor, and game over visuals, ready for upcoming coding.
Create a Unity game manager component to track game state and control the cursor image by updating its transform each frame, so the on-screen cursor follows the mouse.
Create a Unity 2d game manager to track hits, enforce a 60 second time limit, and show win or lose images based on a hit threshold.
Implement a coroutine to wait the time limit, remove enemies, and display win or lose based on hits versus the limit, through the game manager.
Implement 2d Unity enemies that slide between points at constant speed and notify the game manager on hits. Create an enemy component with a hit method that increments the counter.
See how the enemy moves toward destinations, adjusts speed, and notifies the game manager on hits, while clicks only affect enemies with the correct box collider.
In this tutorial, instructor Alan Thorn takes us through the process of creating a 2D Shooting Gallery game with the Unity Game Engine. You'll learn the ins and outs of creating your interface, building 2d targets, the scripting and coding needed to bring it all together, and much more. At the end of this course, you'll be on your way to creating your own 2d games inside of Unity!In this tutorial series, instructor Alan Thorn takes us through the process of creating a 2D Shooting Gallery game with the Unity Game Engine.
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Alan Thorn is a game developer, author and educator with 15 years industry experience. He makes games for PC desktop, Mobile and VR. He founded 'Wax Lyrical Games' and created the award-winning game 'Baron Wittard: Nemesis of Ragnarok', working as designer, programmer and artist. He has written sixteen technical books on game development and presented ten video training courses, covering game-play programming, Unity development, and 3D modelling. He has worked in game development education as a visiting lecturer for the 'National Film and Television School', as a Lead Teacher for 'Uppingham School', and is currently a Senior Lecturer at 'Teesside University' where he helps students develop the skills needed for their ideal role in the games industry.