On August 14, we began working together to explore what it takes to make a 2D platformer in Unity.
[Here’s how far we got last time: Platformer Unity Project – Week 1 (ZIP)]
I am still working on the Hands-On Lab writeup, which will allow you to walk through the document and create this from scratch. I have been working to get the format right for future labs. So at the risk on falling behind (ugh), I am going to have a couple to do this weekend. But that’s okay. I think it’s really important we try to make this content work for people who can’t come to every meeting or are new to the group. We never want Philly Game Works to feel like it’s closed to newcomers or that you have to put your life on hold to come by!
So for now, here is the completed Platformer project showing how far we got in Week 1. It has:
- The main character asset cut into a spritesheet.
- Platforms that use Box Colliders so Unity knows where things collide with them
- We added the RigidBody and BoxCollider components to the main character so that Unity would automatically start applying gravity and then collide with the platforms.
- We animated the main character by using the Animator tool “dope sheet” to declare the frames of animation
- We set up a walking and an idle animation so he wouldn’t stand still while moving and wouldn’t look like he was walking in place while standing still.
- We added two scripts. One script fired events based on what controls the player was using. It would fire events that the player was moving, trying to jump, etc. This let us discuss the “cross input” methods Unity has to let you control mouse, keyboard, and gamepad from one method.
- We added a sound effect when the player jumps.
So the plan is to complete the pdf so you can follow along. But for now you can download the current state after week 1 here: