How To Make a 2.5D Game With Unity Tutorial: Part 1
A while back, you guys said you wanted a tutorial on “How To Make a 2.5D” game.” You guys wanted it, you got it! If you don’t know what a 2.5D game is, it’s basically a 3D game that you squish so the gameplay is only along a 2D axis. Some good examples are Super […] By Marin Todorov.
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Contents
How To Make a 2.5D Game With Unity Tutorial: Part 1
45 mins
- Installing Unity
- Unity Editor Overview
- Setting up an iPhone Unity3D project
- Running the Game on Your iPhone
- Setting up the Scene
- Adding 3D Objects to the Scene
- Beginning Unity3D programming with C#
- Jumping the Shark
- Adding the Clown Fish
- Set Us Up The Bomb
- Prefabricating your Game Objects
- Bombing that shark!
- Where To Go From Here?
Beginning Unity3D programming with C#
As you’ve already seen in the Build Settings dialogue Unity can build your project to a Wii game, an iPhone game, standalone Mac game, and so forth. Because Unity is so omnipotent it needs some kind of intermediate layer where you can program your game once; and each different build translates it to platform specific code.
So oddly enough, to program in Unity you will be using C# (not Objective-C!), and when Unity generates your Xcode project it will translate that C# code to platform specific code automatically!
Right-click inside the “Project” panel and choose “Create/Folder”, rename the new folder to “Class”. Right-click the “Class” folder and choose “Create/C Sharp Script”, rename the new file to “PlayerClass”. Right-click inside the “Project” panel and choose “Sync MonoDevelop Project”- this opens the MonoDevelop IDE – this is the IDE where you can program in C#.
Note: MonoDevelop is a program ported from Linux, as you can see by the user interface skin called Gnome, so it’s normal if it crashes every now and then, especially when you try to resize the window. If that happens, just start it again by clicking “Sync MonoDevelop Project”.
Here are the three major areas in the MonoDevelop GUI:
- Your MonoDevelop project browser – in Assets/Class you will find your PlayerClass.cs file.
- The currently open class outline
- Editor area – there’s some syntax highlighting and some auto-complete which will help you coding.
Find your PlayerClass.cs file in the project browser and double click it to open it in the editor. Make sure that the class looks like the following:
using UnityEngine;
using System.Collections;
public class PlayerClass : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
The clause “using” includes the given libraries and frameworks, UnityEngine is the library which gives you access to things like iPhone’s accelerometer, keyboard input and other handy stuff.
You define your new class and inherit from MonoBehaviour – this gives you lots of stuff for free: you can override a long list of methods which are called when given events are triggered.
Just few lines below you have empty Start and Update methods – these are 2 important events.
- Start is called when your object appears on the scene so you can make your initialization (much like viewDidAppear: in UIController).
- Update is called when every frame is rendered (i.e. could be 30, 60 or 100 times a second, you never know how often) and here’s where you do your movements, game logic, etc.
Now let’s switch back to Unity for a moment. We’ll want to make the airplane fly over the sea and when it goes out of the right side of the screen to appear again from the left side. Let’s measure at what position we need to move the airplane to the left. In the “Scene” panel at the top right corner you see the orientation gizmo – click on the X handle (it’s a kind of red cone, I’ll call it handle):
This will rotate the scene and orient it horizontally towards you. Click again the handle which is now on the left side of the gizmo – this will rotate the scene around, you might need to click the left handle few times until you see the scene frontal like this:
Now you can use the mouse scroll wheel to zoom in/zoom out on the scene and fit it inside the “Scene” panel. Make sure the move tool is selected in the toolbar above and select the “Player” in the “Hierarchy”.
Now you see that a new gizmo appeared attached to the airplane with a green and red arrows. Now, you can drag the arrows and they will move the airplane in the axis the arrows represent:
What you need to do is grab the red arrow (horizontal axis) and drag the airplane to the right until it goes out of the “Game” panel below.
So start dragging inside the “Scene” panel, but while looking at the “Game” panel. Leave the airplane just outside the visible screen and have a look at its position in the “Inspector”.
X should be now around “17.25” – so this is the right bound of the screen, you can drag the plane left and you’ll see the left bound is about “-17.25”, so we’ll use “18” and “-18” to wrap the airplane flight. Bring back the airplane to just about the left side of the screen where it was before.
Switch back to MonoDevelop, and make the following changes to PlayerClass.cs:
//just after class declaration line
public float speed;
//inside the Update method
if (transform.position.x > 18) {
//get new speed
speed = Random.Range(8f,12f);
transform.position = new Vector3( -18f, transform.position.y, transform.position.z );
}
transform.Translate(0, 0, speed * Time.deltaTime);
As you already guessed, you just declared a public property on your class called “speed”, but what is unique to Unity is that all public class properties are also accessible via… the “Inspector” panel (ta-daaaah)!
So you can set the values of your class properties from the IDE and you can monitor the values of your properties while the game runs in real time – for free – how cool is that?!
The “transform” variable is a property on every game object (and everything inside a scene is a game object) which handles the object’s position in space: rotation, position, scale, etc. So on every Update call to translate the object’s position so that it moves to the right of the screen.
We can’t just move the plane a set amount per call to Update, because nobody knows how many times this will actually be called per second. Instead, we define the speed to be units per second, and divide the speed by the amount of time elapsed since the last call to Update (Time.deltaTime). This way the object moves always with the same speed independently from the current frame rate.
The call to Translate takes 3 values – the translation it has to do on each axis. You probably notice that we are moving the airplane on the Z axis (3rd parameter) – we have to do that because we rotated the plane on the scene, so translating the Z axis moves it to the right from the perspective of the player!
Look at the “if” statement – we check if transform.position.x is bigger than 18 (remember why?) and if so, we set the airplane’s position to same coordinates but “-18” on the X axis. We use new Vector3(x,y,z) to set the position – we’ll be using a lot of these vectors for all positioning; you notice also we set a random speed between 8 and 12 – this is just to make the plane move more randomly to keep things interesting.
At this point we are ready to see the airplane move!
Switch back to Unity. Drag the “PlayerClass” from “Project” panel onto “Player” in the “Hierarchy” panel – this way you attach the class to a game object. Select “Player” in “Hierarchy” and look in the “Inspector”- you’ll see a new strip appeared called “Player Class (Script)” where you also see your public property! yay! Set a value of “12” for it.
OK. Ready? Hit that Play button! Woot! You can see in both “Scene” and “Game” panels that the airplane flies around and when goes out of the right comes back from the left side. Also notice in the “Inspector” the X value of position is alive as well – it shows you where the plane is at any given moment. Also Speed changes to random values every time the plane flight wraps.
Once you’re done enjoying this coolness, don’t forget to hit Play again to stop the game.
Next up, time to give this plane a formidable foe – a menacing shark! Now that you’re familiar with the basics, things will go faster since we won’t be doing anything new for a while.
Need a break? We’ve covered a lot here! So if you get tired or just need to have a break, no problem – just save your Unity project and you can open it later. But! When you open a Unity project it opens by default an empty scene. To load the scene you are working on – double click “LevelScene” in the “Project” panel – now you can continue working.