Saving game data is a task that I need regularly. Using serialization and writing data to a file is an approach that I have used much, but that does not work in WebGL builds. Instead, I wrote data in a PlayerPrefs string. In this way I do not need to keep a details about what objects have a save data to delete or find all save data. The XML string stored contains everything.
It is time to create a start menu for the game. For that, we need a scene. After creating the scene, rename the scene file to “start_screen” or something like that.
(Scroll down for the links to previous parts of this tutorial.)
Add the scene to the build settings (File->Build Settings…)
Make sure that start_screen scene is scene number zero (that scene will be loaded when the game starts).
In addition to door, I want to have force field gates that are controlled by levers. I also want to have force field gate malfunctioning so that the force field goes on and off defined intervals (with random variation).
This part adds logic for the PC and keep track of things such as health, dying. I also add functionality for invisibility (that have already partly added in Guard class). I also add HUD using the new GUI system to show health and energy (that is used to maintain invisibility).
This part will add doors leading a level to another and a logic for adding/moving the PC object in the correct place on the scene.
This tutorial goes through how to build a 1st person sneaking game with simple enemies/guards that patrols predefined routes and if they spot the PC they start to follow and attack if they get near enough. A short video clip demonstrates the guard behaviour this tutorial builds.
This tutorial assumes that you are familiar with Unity and can create game objects, prefabs, and scripts. The code snippets below are in C#.
My students did last spring a tutorial how to importing and playing animation using Mecanim in Unity.
Kudos to Oscar Romin and Andreas Jansson.