Objective: Show how I created player movement in my 2D Unity mobile game.
Today, I will only be focusing on the horizontal movement and jumping functionality needed. The code I used to implement both can be found below
Objective: Go over how I achieved perspective parallax and how I set up my player for my 2D mobile game in Unity.
In order to achieve perspective parallax, the first thing you need to do is make sure you have a scene with varying layers to them. For example, in my project, I have three (3) different layers — foreground, background, and far_background.
Objective: Speak about Unity’s Tilemaps and show what we can do with them.
If you have not already, create a new 2D project in Unity. Once everything is created, you should be on a screen similar to what I have here (unless you are following along in your own project).
Objective: Introduce my next project and get it set up with version control.
My next game will be a 2D dungeon crawler created for mobile platforms. While I create this project, I will be going over how we can create environments using tilemaps, setting up player controllers, creating enemy AI, implementing ads, and much more.
The first thing I did was go ahead and create a new project with Unity Hub using the 2D template. I named my project “Dungeon Escape”. Once loaded, my Unity editor for the project looked like the screenshot below.
Objective: Explain how I created some floating, fantasy crystals in Unity
To get the effect seen above, I utilized both C# scripts and ShaderGraph. To start things off, the main chunk of code I created to get the crystals to float as shown above is as follows:
Objective: Implement a player roll animation in my 2.5D game project.
To complete this task, the first thing I did was go to mixamo.com and grabbed a nice roll animation. I specifically grabbed the animation I show below.
Objective: Implement a ledge grab mechanic for my 2.5D game
In order to get all of this working today, I mainly utilized three scripts. These scripts were two C# scripts that were inherited from Monobehaviour and one C# script which was inherited from StateMachineBehaviour. The script inheriting from StateMachineBehaviour is how we can work with animation events in Unity. The script for all three scripts are below: