Game Development Reference
In-Depth Information
Figure 9-50. The stork's aborted mission as the limit is reached while in flight
10.
Save the scene, and save the project.
In the next chapter, you will create a simple end for the game to cover both the successful
eradication of the zombie bunny menace and the tragic overrunning of the garden should the
Gnomatic Garden Defender run out of battery life before finishing the job.
Summary
In this chapter, you began by finalizing the game play. Starting with Unity's older 2D system, you
used the GUI Text objects to display the bunny count and battery life values for your player. You
discovered that, as a default, they retain their pixel size independent of screen size, but retain their
screen location in relationship to the screen's aspect ratio. That they could not be viewed in the
Scene view was logical when you found their rendering was controlled by the camera's GUILayer
component.
With the Battery HUD, you got your first look at Unity's 2D sprite system. You learned the basics of
creating sprites from texture sheets, from slicing the sprites to selecting their pivot points. You found
a quick way to import textures for use as Sprites with the Default Behavior Mode accessed in the
Editor section of the Player Settings. You discovered you could also set the texture Type manually as
well as change the Scene view to 2D display while working on your 2D elements.
 
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