Unity – Tanks Tutorial Part 1

Update: This post has been updated with a link to download the project. See the bottom of the post.

Screen Shot 2016-02-29 at 00.17.14

This week we started work on the Unity Tanks tutorial. This is a single-keyboard, two-player, tank game where users can complete in a number rounds against each other.

We began with downloading the tutorial assets from the Unity Assets Store. This tutorial comes with many lovely assets including 3d models and audio clips.

The assets, as downloaded, contained a “Completed” folder. We deleted this first, as it has a second copy of many of the scripts and assets in the project and had the potential to create confusion.

We created a new scene and deleted the default directional light as we wouldn’t be needing it. Then we added the provide “LevelArt” prefab. This prefab contains the entire playing area and also contains a directional light. We discussed the different types of lighting that we can have in a game: ambient, directional, point, and spotlight. The image below shows the same scene lit in each of these four ways, respectively.

lighting

We then set our camera to be orthographic. We described the difference between orthographic and perspective cameras. With perspective cameras, the space the camera sees in front of it is shaped like a pyramid and things that are further away look smaller (as in real life). With an orthographic camera, the space the camera sees in front of it is box-shaped and things do not get smaller the further away they get. For some game types, the less realistic orthographic camera is a good stylistic choice. We also removed the standard skybox and just changed the background to a solid colour, again a good stylistic choice for this game.

We then started to build our tank. The 3d model was pre-supplied, so we added it to the hierarchy. We then added a rigidbody, a box collider and two audio sources for the playback of sounds. We were able to add constraints on the rigidbody to prevent the tank from ever moving vertically, or from rolling or pitching. Applying these constraints both prevents unwanted movements and makes the physics engine’s job much easier.

Screen Shot 2016-02-29 at 01.02.07

Finally, we added two dust trail particle effects to the tracks of the tank. These were also pre-supplied as assets for the project.

We had just started to look at tank movement and that’s where we’ll pick it up again next week. The project can be downloaded here.

Remember that you should now be starting to plan and work on your own projects for the end of the year. Best of luck and we’re here to help in any way we can!

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