We have a basic build, but there are no means to break the flow of the game, nor do we have an option to quit the game(If we were to build and run the game in fullscreen, then the player would have to rely on the system to forcefully quit the game).
Objective : Create a pause menu that gives the player an option to pause or quit the game.
For starters, I created a UI Image object, then added two buttons as children to this Image object. …
Unity’s new input system is more like a modular input system. The idea behind this is, we define actions, code the behavior for those actions, which are then triggered by our input devices. Implying that our code no longer needs to be coded independently to use controllers, Keyboards, and mice (you can have different key-bindings for different devices to trigger the same action). The new input system makes it easier to add multi-platform support to our games.
Let’s start by adding the new Input System into our project, using the Package Manager(Make sure you are in the Unity Registry while…
Building on the previous article, let’s have our game run on the Web. That would make it OS independent, enabling us to have one build that runs on Linux, Mac, and Windows.
Objective : Building and Deploying the game to Web Browsers.
The process of building our game for browsers is easy. We are first required to switch Platforms to the WebGL module.
In my case, I haven’t installed the WebGL module, so I first have to start by installing it. Thankfully, Unity makes it easy to do so.
File → Build Settings → Platform → WebGL → Install with…
With the last article, we have added all the basic elements required to make a game. But we have yet to see how the game runs as a standalone application.
Objective : To have a working build of our Galactic Shooter game.
Unity makes the process of building a game application really easy. That is achieved by simply doing the following,
File → Build Settings → Select the Platform you wish to build your game for → Click Build And Run
In the previous article, we saw how to work with Audio Sources to play an audio clip. This article builds upon it by adding intricate control over when and which sounds to play.
Objective : Add interactive sound effects like Laser, Explosion and Power-up sounds.
Let us start by creating an Audio Source component for each of our given sound effects.
Note : Make sure to toggle Off Play On Awake, as our goal is to play the audio when we want it to play and not upon immediately when the scene is loaded (basically have manual control).
Sound is an essential component used in every entertainment industry. It creates an atmosphere that captivates the user. It establishes emotional connections, and like I’ve been saying in all my articles, this component happens to be one of the components that bring life to the game.
Objective: To have a looping background music in our game.
Every Project in Unity has the Main Camera, which by default contains an Audio Listener component, more to come on this later.
In part-I of this article, we got the post-processing set up in Unity. The objective of this article is to display some of the post-processing effects. Here, we will be using simple cubes to display the effects. So when the player enters a cube game object we see the effect, implying that the post-processing used here isn’t global.
Bloom is probably one of the most popular post-processing effects. The idea behind this effect is to add glow to your scene and attract attention. …
If you’ve been following my articles, you probably would have heard me say that using “Some Element” would bring life to your game. Well, post-processing just happens to be one of those elements. Almost every game out there uses some form of post-processing, be it 2D work of art like Hollow Knight to 3D masterpieces like Last of Us. In this article, we’ll look at how to get post-processing running in Unity.
Step 1 - Install Post Processing Package:
Get the Post Processing package installed into your project. To do this, select the Window option from the toolbar and select…
The basic principle when dealing with animated sprites in Unity is the same no matter what it is being used for (click here to know more). In the previous article we implemented Enemy explosions, this is going to build upon it as we now add a player damage visual effect using the same principle.
Let’s start by creating a visual cue to indicate that the Player has been damaged.
How about we animate the effect shown above effect.
Aspiring Game Developer with experience in the field of Machine Learning.