Objective: Create collectables and update the UI and variable on the player.
In our first article for this game, we created objects to become our collectables. Today we will turn them into real collectables!
The first thing we will complete will be the UI. In the Hierarchy, create a Text -TextMeshPro.
Objective: Allow the player to double jump!
In the last article we got the player moving around and jumping. Today is implementing the double jump! Today will be a quick one.
The first thing we need will be a bool that tells us if we can double jump.
Objective: Create the logic for a Physics Based character.
Today we will get our player moving and jumping. Unity has made controlling your character a little bit easier with the use of the CharacterController component.
The first thing we need to do is add the CharacterController to the player object. If you already have a collider you can remove because the CharacterController adds one it’s self.
Objective: Set up a new project for 2.5D Platformer
For this next game, we will be creating a 2.5D Platformer. Today is just the setting up of the project.
We start by creating a 3D project, I am currently using a beta Unity hub version right now so it may look different to other people. First thing we will do is select New Project.
Objective: Understand how to use the Singleton pattern better.
As mentioned yesterday in the Manager Class article, a Singleton pattern allows for global access with only a single script in the game. In each manager class we create we will use the same pattern of code.
For this example we will create a spawn manager. We start by creating a static variable type of SpawnManager called _instance. …
Objective: Create a Game Manager class.
Each manager class we will create will use the pattern called Singleton. This allows for one instance of an object to be in the game and allow for another class to call the object without using GetComponent.
Our Game Manager class will need to allow the player to skip the starting cutscene and save a bool that the player has the keycard.
To start we will need a game object that will hold the manager class.
Objective: Set up the interaction to start the Sleeping Guard Cut scene!
Today will be a quick one on setting up the system to start the Sleeping Guard cut scene. To activate the cut scene we need a box collider to activate the OnTriggerEnter. You can Create a 3D cube and once lined up just deactivate the MeshRender.
Objective: Create logic for the security cameras to catch the player!
Today is all about setting up cameras to catch the player. The first step will be setting up the cameras to rotate. Then we will cover how to check to see if the player is in the area of the cone. Lastly how to turn the cone red and start the game over scene.
We will need to select the camera and create an animation. We will rotate our camera from 54 to -54 on the Y axis to get the rotation effect.