Public void loadNextScene (string sceneName) Then, we set the OnClick callback of the play button to call the loadNextScene method with “Town” as parameter. This script will simply define a method to start a new scene given its name. The PlayButton object will have the following ChangeScene script for the OnClick callback. On the other hand, for the Button object we need to set its OnClick callback. For the Text object we only need to set its message. The first one is a Text, while the second one is a Button. We are going to create another layer called HUD, and put the HUDCanvas on this layer.įinally, we need to create the two HUD objects. However, in order to show this canvas over the background one, we need to properly set its sorting layer. Let’s start by creating another Canvas following the same process as the BackgroundCanvas. In the Title Scene, those elements will be a title text, and a play button. Now, we need another Canvas to show the HUD elements. The source image will be the background image, and we can set its native size in order to properly show it. Also, the UI Scale Mode (in Canvas Scaler) will be set to follow the screen size, with a reference resolution of 1280×960.Īfter doing that, we create a new Image object as a child of this canvas. In order to do so, we need to specify the camera of the canvas, which will be our main camera. Title Scene Background canvasįirst of all, we are going to create a Canvas to show the background image in the Title Scene. You can do that by creating a new Canvas called BackgroundCanvas, and setting its render mode as Screen Space – Camera. So, you can use them in your games, even commercial ones. All sprites are available under the Creative Commons Zero (CC0) license. The sprites used in this tutorial are from the Superpowers Asset Packs by Pixel-boy. Jesse also shows how to add a "fog of war" effect that reveals parts of the map as the player moves around and explores, and how to detect and update the artwork for visited tiles.You can download the tutorial source code files here. In this course, Jesse Freeman builds upon the lessons learned in the Unity 5 2D: Random Map Generation: adding a player, moving the player from tile to tile, and making the camera follow the movement, as well as triggering events on the map. Learn how to move a player on a tile-based 2D map and use that movement to trigger eventscreating a gaming experience similar to classic RPGs. Home Tutorials Unity 5 2D: Movement in an RPG Game
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