
A comparison of GameObjects and Components - two central concepts within the unity game engine. This video explains how the two work together to create functioning players, enemies, and other game world entities.
Everything in the hierarchy is a GameObject but there are still some important distinctions between those that go on the Canvas UI and those that exist within the game world and interact with your player.
UI Components Covered: Canvas, Panel, Text, Image, Raw Image, Button, Toggle, Drop Down, Input Field, Scroll View. We cover the basics of how to use each of these and what settings you'll find inside the inspector for them
A unity class that's NOT based off of MonoBehaviour. These are stored as actual asset files inside of your project and can be referenced from other script fields.
These tutorials show how to create an inventory system utilizing game items stored in scriptable object asset files. The game items can be easily referenced from a player's inventory, a shops inventory, or game objects to be picked up during gameplay.
These tutorials show how to create an inventory system utilizing game items stored in scriptable object asset files. The game items can be easily referenced from a player's inventory, a shops inventory, or game objects to be picked up during gameplay.
These tutorials show how to create an inventory system utilizing game items stored in scriptable object asset files. The game items can be easily referenced from a player's inventory, a shops inventory, or game objects to be picked up during gameplay.
Comparison of these two modern tools for creating and animating pixel are for games (or just art in general)
https://www.pyxeledit.com/
aseprite.org (also on Steam)
I also mentioned Tiled - that's here https://www.mapeditor.org/ for making maps from your tilesets
Learn how to add new color palettes into your copy of Aseprite, a great pixel editor available on steam.
Palettes available at https://lospec.com/palette-list for free.
Let your character go in front of or behind objects depending on their vertical Y position in your game. This simple code lets all of your objects sort out which one is suppose to show in the front.
This is how you can 'bake' shadows for your 2d sprite objects in Unity. It's important if you want the shadow and the object to display differently in terms of rendering order.
Easily add baked (or realtime) lighting to 2D Sprite Renderers and Tilemap Renderers
If you want a more complicated scrolling BG, https://unity3d.com/learn/tutorials/topics/2d-game-creation/2d-scrolling-backgrounds would be another good tutorial to watch.
Hiding parts of an animation from the game camera using sprite masks (a lot like layer masks in Photoshop / Gimp)
Learn how to move an object by getting axis input and adding forces to a dynamic Rigidbody. The best advantage of dynamic rigidbodies is that you'll have built in collisions and gravity.
Stop your characters from moving at infinite speeds. Set a limit to cap their movement speed after accelerating to a certain velocity with Rigidbody 2D force mechanics.
Add the ability for your characters to jump with an instantaneous force like Mario and many other platformers. Check if the player is standing on ground or not to know whether they should be allowed to jump or not. Allow jumps only on collidable ground objects!
Use Collider.Cast(Position, Filter, Hits, Distance) to easily check for collisions on 2D / 3D Colliders like BoxColliders or Capsule Colliders. If you're using Raycast for collisions on a box, you're probably doing it wrong (casting out a line vs casting out a box bounds) - This method will help your make sure the collision hits on outer edges too.
Learn how to eliminate jitteriness in 2d pixel art games made in Unity. Include this function as part of your character movement scripts.
Call it on both the move vector and the current location vector (position) before setting the final updated move location.
Scripts / Sample Scene: https://gumroad.com/l/FIREBALL
Create animation for a projectile from a spritesheet inside of Unity 2018.
Scripts / Sample Scene: https://gumroad.com/l/FIREBALL
Make a projectile move on its own and trigger collide with player characters. Also, have it play a sound on collision as a bonus.
Learn how to add projectile forces to dynamic Rigidbody objects, make them move on a curve, and how to knock back those objects at the sender. In this example, the projectiles will curve due to gravitational forces added by Unity. Next video is how to curve movement with Kinematic rigidbody objects.
If you want to perfectly control how a gameobject with a rigidbody will move, then using animation curves is a great way to do it. Using this technique, you can move kinematic rigidbodies in a curved arc over time and control how it will move by setting points and handle on ease curves in the inspector. Probably the easiest way to curve an object's movement without using Dynamic rigidbody physics.
Making a sample main menu screen with New Game, Load Game, and Exit Game buttons. This part covers the setup of the UI components for the screen.
Learn how to code menu buttons on the main menu screen so that they can do functions like start a new game, open the load game menu, and exit the game.
Open the load menu through the main menu screen, add in titles and a close menu button to the load menu so that it can close after being opened. Wrapping up the 3 part mini series on making a Main Menu Screen. Briefly covers creating scenes and adding new scenes to the game build.
Converting a MonoBehaviour Manager / System into a Singleton Manager for the Game Menus is what this episode is about.
MenuManager Singleton Code https://pastebin.com/BvtYUgr5
YaSingleton https://assetstore.unity.com/packages/tools/integration/yasingleton-116633
We focus on getting the functions that our menus need to operate setup inside of the Singleton system script.
MenuManager Singleton Code https://pastebin.com/BvtYUgr5
YaSingleton https://assetstore.unity.com/packages/tools/integration/yasingleton-116633
Wrapping up the series - setting the function on the buttons from within the Singleton code. We talk about how you can check for the menu type and add custom functionality to each one depending on it's type. All code decoupled from the menu objects themselves save for button references.
MenuManager Singleton Code https://pastebin.com/BvtYUgr5
YaSingleton https://assetstore.unity.com/packages/tools/integration/yasingleton-116633
Learn how you can allow your players to modify the positions of GUI elements like a health bar inside of your game's options menu.
7 Examples ►► https://www.patreon.com/posts/character-blip-19582279
Make a sound effect for every c h a r a c t e r in your game dialog for classic 2D style sprite games. This is basically the Phoenix Wright, Harvest Moon, or Banjo Kazooie Dialog Talking effect.
Create an army of things! This video covers instantiate in script and getting the mouse cursor position in terms of game objects rather than Canvas UI pixels.
How to interact with events inside of C# scripting and the inspector for components like Buttons and Toggles
Here's my animated 2D door for Unity Games. It allows player objects to trigger the door to open by walking on a trigger zone and close when all objects have left the trigger zone. It can play audio sounds when opening and closing and comes setup with my sample animations.
Learn the ins and outs of building 2D games in Unity 2018 from the ground up. We will cover working in the engine, GameObjects & Components in detail, many coding topics, and building art assets from a technical perspective.
We will start from basics and there will be example scripts for you to download, test, and use if you wish throughout many of the tutorials provided in the course.
With a focus on coding, I will be showing you advanced techniques such as Dependency Injection to make your scripts more loosely coupled and easier to make changes to later on and Unit testing through the Unity Test Runner.
Several external tools will be covered as well to help you in creating your game (Pyxel Edit for Pixel Art, BFXR for Sound Effects, etc).
Here are some of the Unity basics that will be covered in the course
Rigidbodies and 2D kinematic game physics
Adding, using, and manipulating components on game objects
Workflows in Unity and learning how to work more efficiently
Manipulating audio sources for sound playback during events and animation
Adding lighting to 2D sprite objects in the game engine.
Using the Unity Tilemapping Tools to Create Game Maps with easy collision setup
Step A to Z in Creating Prefabs for your game like a Giant Animated Fireball
Here are some of the coding topics covered in the course
Collision checking for walls and event triggers
UI Menus - How to create and navigate between menu using the UI components available inside of unity
Saving and Loading Game Data to Permanent or Temporary Files on Any Platform
Odin Inspector - a Premium addon that makes it easy to design inspectors for your scripts so designers can make changes to your game and also opens up serialization for important C# objects like Dictionaries.
Managing character inventories including items and money
Remembering the state of objects in the game when the player leaves and reenters a scene
How to Use Scriptable Objects - Storing important game data like settings in an asset file that you can easily edit with the Unity inspector
Custom unity events and making outside scripts react to them
Enemy and Projectile spawning scripts
Unit Testing and Scene Testing with the Unity Test Runner
Dependency Injection with Zenject
Music Used: Beauty Flow by Kevin Macleod (CC-BY 4.0 License)