Game Development Reference
In-Depth Information
Introducing the Unity sprite system
Armed with the data we need for our player character in our game world, let us now turn to
the visual side of things and get our first 2D visual elements into our game, starting with
our hero.
Before the new 2D system was implemented in Unity 4.3, setting up a 2D-rendering system
was a tortuous affair that required importing texture assets, creating a 2D-fixed camera sys-
tem, implementing 2D lighting and a rendering pipeline, and either constraining a physics
system to just two dimensions or building your own. It didn't stop there as there was a lot
more to contend with, including an endless Z-order fighting to draw the textures correctly
(which the new 2D-sorting layers resolve quite nicely). Most developers just ended up us-
ing one of the many 2D asset packages from the store to solve a lot of these issues, but it
was still a huge challenge to get them right.
Now, with Unity's 2D pipeline, things are a lot simpler. I almost envy new developers who
come to the platform for the extra free tools they wish to arm themselves with to build their
projects. Unity doesn't stop there though as there are many more new developments head-
ing our way, such as the new GUI system that was introduced at the Unite keynote in Van-
couver.
Tip
If you haven't done so already, I recommend that you at least watch the keynotes from Un-
ity's Unite conferences at http://Unity3D.com/unite . Watch more if you can as they will
provide you with a keen insight into what is to come and also how to use it in advance in
most cases.
Some sessions will also show you how to better use the existing features as a lot of the ses-
sions are created from the leading issues in the forums.
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