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 whatContinue reading “A simple save system in Unity”
Tag Archives: Unity3d
Tutorial: 1st-person sneak in Unity 5, part 8
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 sceneContinue reading “Tutorial: 1st-person sneak in Unity 5, part 8”
Tutorial: 1st-person sneak in Unity 5, part 7
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).
Tutorial: 1st-person sneak in Unity 5, part 5
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). Previous parts: part 1 partContinue reading “Tutorial: 1st-person sneak in Unity 5, part 5”
Tutorial: 1st-person sneak in Unity 5, part 4
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.
Tutorial: 1st-person sneak in Unity 5, part 3
Now we have a simple agent that follows patrol route and change colour when it sees the player object. To make this usable and interesting in the game, we need to extend to functionality and have something else than a cube. Previous parts of tutorial Part 1 Part 2
Tutorial: 1st-person sneak in Unity 5, part 2
The first part of tutorial: /2015/05/07/tutorial-1st-person-sneak-in-unity-5-part-1/ The guards needs to be able to observe their surroundings so we need a perception system. I want to make agent not to see its back, but sensing if someone is really close and have some peripheral vision with limited range (cf figure below). Also, guard should not be ableContinue reading “Tutorial: 1st-person sneak in Unity 5, part 2”
Tutorial: 1st-person sneak in Unity 5, part 1
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 withContinue reading “Tutorial: 1st-person sneak in Unity 5, part 1”
Animation tutorial for Unity
My students did last spring a tutorial how to importing and playing animation using Mecanim in Unity. Kudos to Oscar Romin and Andreas Jansson. Download the tutorial
Colliders and Different Methods of Moving Objects in Unity
One problem with students starting to work with Unity is to understand when colliders work and when they do not work. This very simple demonstration shows how Physics::AddForce(), CharacterController:: SimpleMove() and Translate.Transform() behaves with colliders. Moving a GameObject using Physics and CharacterController based methods interacts with collisions whereas Transform::Translate() does not as seen in the video. Moreover,Continue reading “Colliders and Different Methods of Moving Objects in Unity”