Unity space game
Huge Space Journey Free Update 2. Space Journey contains everything that you could imagine to create cutting edge Space Game. Starting with beautiful art, through animations, space effects and finally ending with some really useful plugins! The atmosphere, colors, consistency of the graphic art, movement, light, shapes - all of these elements were of the most importance to us. Technical aspects Each element has been carefully crafted with in-game use optimization in mind.
Everything has been optimized for games triangles, textures, UV maps atlases etc. Unity information This asset was fully created in Unity engine. Language supported English United States. Seizure warnings Photosensitive seizure warning.
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How you found the violation and any other useful info. Submit Cancel. System Requirements Minimum Your device must meet all minimum requirements to open this product OS Windows 10 version Save that up and now we going to create a EnemySpawner. First before we can do that drag your EnemyShip into your Prefabs folder to make it a prefab.
Next go to your hierarchy and right click to create a empty game object. Call it EnemySpawner. It should look like this. We now need to create a enemy spawner script. So go ahead and create a new c script in your scripts folder called EnemySpawner and drag it onto your EnemySpawner. So this script is a little more complicated because we are using Quaternions. The scope of what a quaternion is, is beyond the scope of this tutorial, but in short a quaternion is a vector which represents and angle.
Then Euler is a way of taking a vector of rotations into a directional vector. So in our start method we start off with a random range for the amount of time which needs to pass for our enemy to spawn. In our update method we check if our timer has exceeded our random time.
We call a spawn function which essentially instantiates our enemy at the spawn position with a 0 angle. From here we then calculate a random direction between 0 — degrees on our z axis. After this we get our rigidbody and set its velocity in the direction we calculated multiplied by a random velocity between and and multiply it by deltaTime to manage our frame rate. Finally we get a new random time, set our timer back to 0. After if statement we just keep adding our deltaTime to our timer to keep the timer ticking throughout.
This may seem very complicated, but try this script out and modify it a little bit and experiment to see what results you can produce with it. Final steps to making this work we need to assign our objects. So save the script and head back into Unity and click on EnemySpawner.
Drop your Mothership in spawnpoint and your EnemyShip prefab into your Enemy slot like this. Now we need to look at how our enemies can kill our player when they collide with our player. So we will be modifying our player script. Before we do that we need to do a few things to make sure we can detect exactly what is colliding with what. So head into your hierarchy and click on the PlayerShip object. Then on the right in the inspector you want to tag this game object as your player.
So on the right you need to toggle this option. That should be all the tags you would need to complete the collider detection and identification for the rest of the game. This will basically check if the colliding object is a object tagged as enemy, if so destroy our player. If you have done everything correctly your game should work like this now. Next up we need to kill our enemies with our bullets, so this again is going to require a ontriggerenter2d event.
Go ahead and open up your EnemyShip script. You want to add this piece of code to your script. Very simple if a trigger gets triggered where the collider was a bullet destroy our EnemyShip gameObject.
Before this works properly we need to just make some adjustments to how unity detects collision. Otherwise our bullets will just pass through our enemy.
To do this we need to import the post processing package into unity. Now we need to create ourselves a volume. So to do this create a new empty game object in your hierarchy and rename it to Post-process Volume. To something more like this. Copy my settings I have below. For your start color you can use whatever you like but copy the other settings. We now want to add this to our bullet script by adding this code to our bullet script.
So go and open up bullet. Setup your mothership. Click on it on the left hand side and add these components with these settings there. If your particle system is not destroying it self after it has played. Then open up your particle system prefab again and check this box. In order to keep basic score we need to introduce a singleton design pattern for keep our state in our Game. To do this we want to create a Game c script in our scripts folder like this.
So how this code works is, it makes sure we can only create a instance of this Game class once and only once. So that we never lose a reference to this class in our Game. We have a AddToScore method which helps us keep track of points. To have this script run when our game runs we want to create another empty game object called GameManager. So go back to unity and right click in the hierarchy to create a empty game object. So this will now make our Game object available globally in our code base.
So we can now do something like this. Open up your EnemyShip script and make sure you have that code in there. So this will basically destroy a ship and add 1 to our score if we kill a ship. Go to the unity editor and in the hierarchy right click UI and create a new Canvas. Then click on Canvas and right click UI and click on Text. You now want to go to your Text object again and position it in your scene like this using the move tool.
Our score is all blurry and being effected by our post processing effects. To fix this we need to move our UI in front of our post processing. Hi everyone! I have been thinking about starting a first project with unity3D and i was thinking about doing an open space sim game, smth like star citizen. I think that this could be a a successful project. Hey, just kidding. I really want to create space sim, but i understand that it toooooo o complex project for me, so i want to create somthing simple like: -NO open world -NO big distances -NO multiplayer -NO AI -etc.
I started with searching for some tutorials on this theme, but all i found was pretty outdated years. Maybe some books? Thanks in advance. Sorry if i posted it in worng sub-forum. Last edited: Nov 28, Joined: Nov 12, Posts: 7, Should get you started. It's very easy just have fun as you go. Here's one I made a while ago Arowx , Nov 28, Joined: Dec 5, Posts: 16,
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