![]() PNG file) when set to 2D, Unity assumes you want an asset of type Sprite. When set to 3D, Unity assumes you want to create a Texture asset from an imported image file (e.g. The Default Behavior Mode defines the default import settings for your project’s art assets. In the Default Behavior Mode section, choose 2D for the Mode value, as shown below: ![]() To ensure it’s set properly, and so you know how to change it if you ever want to, choose Edit\Project Settings\Editor to open the Editor Settings in the Inspector. Fortunately, this isn’t a problem because you can change this setting in your project at any time, and doing so works fine. It’s supposed to change the default import settings for your project’s art assets, but so far I haven’t seen it work properly. ![]() The above-mentioned combo box is the first 2D-related feature you’ll come across in Unity. Name the project ZombieConga, choose a folder in which to create it, and click Save.įinally, choose 2D in the combo box labeled Set up defaults for:, as shown below, and click Create Project: Click Set… in the Create new Project tab of the Project Wizard dialog that appears. Open Unity and create a new project by choosing File\New Project…. Note: You are allowed to use and/or modify all art, music and sound effects from this tutorial in as many games as you want, but must include this attribution line somewhere inside your game: “Artwork/sounds: from iOS Games by Tutorials book, available at ”. Download Mike’s art here and unzip it to someplace convenient. Fortunately, Mike Berg made some cool images for Zombie Conga. You’ll also need some art to make a 2D game. You can download it from Unity’s website. Unity introduced native 2D tools in version 4.3 (both free and pro), so be sure you have the latest version installed. Or just start using OS X – reader’s choice! Getting Started There will be a few minor differences (such as using Windows Explorer instead of Finder) but you’ll get through it. However, if you’re running on Windows don’t worry – since Unity works the same on Windows most of these instructions will still work just fine. If you think any of that sounds like crazy talk, or if you’d like a moment to get yourself into the right mindset for dragging cats, you may want to go through a tutorial that gives a more thorough introduction to Unity, such as this one.įinally, note that the instructions in this tutorial are tailored toward OS X. You should know the basics of working with Unity’s interface, GameObjects and Components, and you should understand an instruction like, “Add a new cat to your scene by dragging cat from the Project browser into the Hierarchy.” Note: This tutorial assumes you have at least some experience with Unity. There’s a lot to cover, so you should get going. You’ll learn everything you need to know about Sprites here, and in future tutorials you’ll learn how to control animations through Unity’s Animators and you’ll get an introduction to Unity’s new 2D physics support. This Unity 4.3 2D tutorial focuses on Unity’s new asset type – Sprite. You’ll do things differently here, but the end result will be the same – a scrolling 2D game about a happy-go-lucky zombie who just wants to dance, the cats who join him in the afterlife party, and the old ladies who try to put a stop to this adorable abomination. Over the series you’ll create Zombie Conga, a game originally conceived for our Sprite Kit book, iOS Games by Tutorials. This is the first in a planned series of tutorials that explore Unity’s native 2D support. While all of these options are still available, Unity 4.3 introduces native tools that add a new dimension to your workflow options: the 2nd dimension! Or maybe you chose to use one of the various add-ons available on Unity’s Asset Store, for example 2D Toolkit or the Orthello 2D Framework, any one of which includes some great features but also forces you to work within its own set of constraints. If you used physics, they were in 3D, so you had to make sure your objects had sufficient depth to interact with each other while ensuring they didn’t accidentally rotate around their x- or y-axes. Maybe you applied textures to quads, adjusting their offsets with a script to create animations. If you’ve tried making a 2D game with earlier versions of Unity, you know it was certainly possible, but you also know you had to jump through a few hoops to do it.
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