Posts tagged with 'unity'.

Part 01 - Installation

By Jamie Chatterton / June 12, 2018

Unity can be obtained at https://unity3d.com/unity The Personal version is perfectly capable and is free to use for non-commercial or people…

Part 02 - Concepts

By Jamie Chatterton / June 12, 2018

GameObject These are the basic unit of object. They are almost abstract in definition and are the fundamental thing that hold all other…

Part 04 - Git and Unity

By Jamie Chatterton / June 12, 2018

Version Control and Unity is possible, it's just a little messy. Problem 1 Unity creates 'meta' files. It basically creates a uuid for every…

Part 06 - Adding some plugins

By Jamie Chatterton / June 12, 2018

Before we do anything else, we are going to add some plugins to help making the process easier. To do this we need to open the "Asset Store…

Part 10 - Pushing coins

By Jamie Chatterton / June 12, 2018

As it stands the pusher doesn't do much Sure it stops coins on its surface, but it's not pushing anything. The physics isn't really working…

Unity - A simple tutorial

By Jamie Chatterton / June 12, 2018

This is a tutorial and some general guidance information to get started with Unity. There's not a lot of hand-holding just a practical…

Part 03 - Navigation

By Jamie Chatterton / June 12, 2018

Moving around the Scene The mouse selects objects by default. The Left button will attempt to cycle through all the objects under the cursor…

Part 05 - Building a project

By Jamie Chatterton / June 12, 2018

Run Unity. Create a new project in Unity, 'New' at the top, from the first window you are presented with once Unity has started... And you…

Part 07 - Creating some objects

By Jamie Chatterton / June 12, 2018

Creating a 'floor' To open the ProGrids window go to window. Turn on ProGrids Snapping. The third button down in the "Scene" view, in the…

Part 08 - Physics

By Jamie Chatterton / June 12, 2018

There are a few things required for physics. and Colliders define the collision shape of an object. It is these that the Unity physics…

Part 09 - Pushing things & animation

By Jamie Chatterton / June 12, 2018

Let's make another 'floor' object… Select the existing one, the in the Hierarchy 'Duplicate' it. The quickest way is to press Ctrl+D, this…

Part 11 - Custom Scripting

By Jamie Chatterton / June 14, 2018

We need more coins!!!! Time to do some Custom Scripting!!!! We want to be able to add some coins, automatically, to the scene. Let's make a…

Part 12 - Spawning Things

By Jamie Chatterton / June 14, 2018

Back to the script. What do we want it to do? Every X seconds, create a new instance of the and add it to the scene at some arbitrary…

Part 13 - It is still too fast

By Jamie Chatterton / June 14, 2018

There are still a few problems with it running too fast. To slow it down a little more, instead of editing the animation directly, let's…

Part 14 - Coins are piling up

By Jamie Chatterton / June 14, 2018

Coins will start to pile up on top of the pusher now. It's a consequence of the coins falling from where they are, the speed of the pusher…

Part 15 - Materials

By Jamie Chatterton / June 15, 2018

It might be nice to make these things look better now? Objects in Unity are assigned which define how they look. These in-turn have their…

Part 16 - User Control

By Jamie Chatterton / June 15, 2018

So far the coins have been spawning randomly. I guess at some point we want some user control and make a bit of a game out of it? I think we…

Part 17 - Keyboard input - Fire

By Jamie Chatterton / June 15, 2018

So I guess first thing? Instead of dropping every second… how about when the user presses a key? Unity abstracts input into an object called…

Part 18 - Keyboard input - Movement

By Jamie Chatterton / June 15, 2018

The next thing to do is move the back and forth under the control of the user again. There were more axes in the , in this case it is the…

Part 19 - Deleting Coins

By Jamie Chatterton / June 15, 2018

At present, all the coins at just falling into infinity. It'd be nice if they were captured and deleted. As a precursor to creating a game…

Part 20 - Walls

By Jamie Chatterton / June 15, 2018

There will be a minor problem that may be obvious with the current game though? Coins can fall off the side. Shall we add some edges to the…

Part 21 - Adding a GUI

By Jamie Chatterton / June 15, 2018

This is a coin pusher… shall we start scoring? Or recording how you've profited? First we need to put on screen your current cash. In the…

Part 23 - Scoring Links with Events

By Jamie Chatterton / June 15, 2018

We have the ready to do things. However, nothing is telling it what to do. We need to inform it when things happen. What are these things…

Part 22 - Adding the GameController

By Jamie Chatterton / June 15, 2018

So we can display a score now… how about updating it….? First off… where is the score held? Let's think about how the score works. The score…

Part 24 - Refining the Game - Part 1

By Jamie Chatterton / June 15, 2018

So. We have a basic game now. However it needs some refining. For instance... You get all the coins you add. It pushes everything to the…

Part 25 - Refining the Game - Part 2

By Jamie Chatterton / June 15, 2018

So it's starting to play more like a real coin pusher. It's harder to get all your money back immediately now. Still. There's a couple of…

Part 26 - Refining the Game - Part 3

By Jamie Chatterton / June 15, 2018

Now the fun thing… There are no coins on the game at the start! We need to spawn a load of coins at the beginning of the game. I'm going to…

Part 27 - More Refinements

By Jamie Chatterton / June 15, 2018

I'm going to make a number of changes now to make the game a lot more realistic. First… the way it drops coins. It's not realistic Just…

Part 28 - Slowing the user down

By Jamie Chatterton / June 15, 2018

Coins jamming… So, at present the user can just spam the coins button. And the coins jam up. This isn't very realistic. The should prevent…

Part 29 - Some more changes

By Jamie Chatterton / June 15, 2018

I'm going to skim over the changes I've added. By now it should be apparent how things are done... These are slow progressive changes that…