For this week we are to complete our jetpack game and submit
it by the end of week seven .
I was able to clean up my UI system easily once I started using it more and found it much easier to use than I did in my last post. One piece of advice I would give anyone while working with the new UI system is to keep track of what you are placing and making sure that a button is clearly named in the hierarchy or it will confuse you quite a bit.
While working on the player script I noticed that I had not added anyway for the player to get more fuel if he hit zero thus I added a method to add 1000 fuel if the fuel was == zero.
I was able to clean up my UI system easily once I started using it more and found it much easier to use than I did in my last post. One piece of advice I would give anyone while working with the new UI system is to keep track of what you are placing and making sure that a button is clearly named in the hierarchy or it will confuse you quite a bit.
While working on the player script I noticed that I had not added anyway for the player to get more fuel if he hit zero thus I added a method to add 1000 fuel if the fuel was == zero.
Some bugs i encountered were with the killZone as there was no detection that the coins prefab had collided this was solved by adding a rigidbody to the coin prefab which allowed the detection to happen .
Secondly while revisiting my previous blog post I noticed that I had not explained how the kill zone was created and will explain it in this post with exact instructions on how to make it step by step.Why was it created ? to destroy any extra game objects on the scene so it does not cause lagg over time in the user's device once it is compiled .
· Create a cube the size of the area that you want the collision to happen in.

o Add a box collider to the resized cube and disable its mesh renderer so the Kill Zone is invisible.
o Create tags for the objects that are going to be destroyed .In my case I am using the tags of “Coin” and “FUEL”. Don’t forget to add a rigidbody to the game object that’s going to be destroyed in order for the collision detection to occur . Check the reference below to learn more on how to use tags .
(Unity/YouTube, 2013)
o Create a script that will do a collision check based on the tag .You can make a method called onCollisionEnter where you check tags to destroy the gameobject .there is a screenshot of the code below .

Note – you don’t have to attach a script to the main camera, it can also be attached to a empty game object and that can be passed into on click and you can access the script the same way.
If the "Thirdly " paragraph is too long of a read you can follow the screenshots below .





Although I have finished almost all of my requirements there are still a few things remaining to do such as to make the game more visually appealing , adding lasers as obstacles, speeding up over time and lastly adding audio .The game would need to be made as a finished game so it may be posted on our portfolios .
References
Unity/YouTube. (2013, April 8). Tags - Unity Official Tutorials [Video file]. Retrieved from https://www.youtube.com/watch?v=EA54-vfLkUI
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