As I had already written in the previous article we leave for a moment from the world of video games and use Unity to make an android application.
As with any new project, there are some steps to do before you can really start. In this case, the first essential step is to create an account on Amazon Web Services.
The process is guided and very quick just follow the steps and proceed. Once we are done we have to go and look for the AWS packages to use with Unity, which you can find at this link
Also, this course with the team GamedevHQ is completed. This course on 3D development made me review some things I already knew, but also made me discover many new ones.
I think that in my spare time I will continue this prototype to make a mini-game to upload on my itch.io page.
Now on to the next one, let’s get out of the gaming environment but not abandon Unity. During the next course, I will use the game engine for the realization of applications. I don’t know what to expect, I think it will be much more code-related but Unity never ceases to amaze me.
Tomorrow we start.
I’m more and more satisfied with the choice made months ago to start a course with GameDevHQ because although it is not my first experience with Unity, I’m discovering many new things. Today I talk about a tool that I really would not have expected, it is the Animation Rigging.
In short a tool that allows you to create and organize the rigs of an animation, or sets of constraints to add procedural movement to animated objects.
As usual, we have to go to the package manager to install this tool, once inserted in the project the steps are quite…
As we go on with the development of the enemy it becomes necessary to create a system to do/receive damage for both the player and the enemy.
I decided to use again the interfaces to get more confidence. As in the previous project, I am going to build an interface that has a method of Damage that must be implemented by the classes that implement this interface.
We introduce an enemy into our 3D prototype, now it looks like just a square-based parallelepiped, but imagine it as a brain-hungry zombie.
First I need to make the zombie chase the player. As for the player, I will use the character controller. But in this case, it will not take external input.
in shooting games usually, a real bullet is never instanced in the scene, very often what we see is a particle effect. The magic behind a headshot is usually about raycast and colliders that are hit.
A raycast is a ray that starts from a point of origin and identifies the first object it collides with. We can imagine it as the red laser that is used to play with cats.
The game we make is always seen through the in-game camera, we decide its behavior and what a final player should and can see.
The management of the camera is one of the most delicate aspects of a video game. Depending on the type of game we want to play, we create an appropriate camera behavior. It’s like a magician’s magic trick, he decides what he wants you to see and where to draw your attention.
In 3D games, the camera is usually very free, whether it’s an FPS or a TPS, so you have to be very careful with…
My new game prototype currently uses a third-person camera as I wrote in the previous article. Today I focused on the movement of the character.
I started from the Character Controller of Unity to realize my prototype. I have already talked about this component and its advantages.
At the moment the capsule that simulates my player is able to move and jump mainly thanks to the Character Controller and my script Player that manages its parameters.
In a 3D game when it is developed for pc the mouse is always associated with the camera control, my prototype, for now, simulates a third-person camera.
As the first thing, we must understand how to take the input related to the movement of the mouse. As for the movement of the player that uses the keyword “Horizontal” and “Vertical” to associate to the WASD commands, within the Project Settings under the Input Manager we can also find two keywords that relate to the management of the two axes of the mouse.
A fundamental concept of game engines that we use all the time.
Let’s start with the definition of coordinate space, it’s a system for describing the position of something. In our case in Unity, it is also used to specify the orientation and scale of objects in our scenes which are the three components of the Transform of a game object.
World space is the position of an object within the Unity scene. …