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Based on Roll-a-ball video tutorial from Unity Technologies
Part 2
@shahedC
WakeUpAndCode.com
Rollerball: 2 of 2
In Hierarchy panel, click Create  Create Empty
Rename empty “GameObject” to “Borders”
With “Border” selected in Hierarchy…
… Reset to origin in Inspector panel.
In Hierarchy panel, click Create  3D Object  Cube
Rename Cube to “LeftBorder” in the Hierarchy Panel
With the cube selected in Hierarchy, mouse over the Scene, press F key to focus on it
Transform
• Position = -10, 0, 0
• Rotation = 0, 0, 0
• Scale = 0.5, 2, 20.5
With “LeftBorder” selected in Hierarchy, press Ctrl-D to duplicate it
Rename the duplicate to “RightBorder”
Transform
• Position = 10, 0, 0
• Rotation = 0, 0, 0
• Scale = 0.5, 2, 20.5
With “RightBorder” selected in Hierarchy, press Ctrl-D to duplicate it
Rename the duplicate to “FarBorder”
Transform
• Position = 0, 0, 10
• Rotation = 0, 0, 0
• Scale = 20.5, 2, 0.5
With “FarBorder” selected in Hierarchy, press Ctrl-D to duplicate it
Rename the duplicate to “NearBorder”
Transform
• Position = 0, 0, -10
• Rotation = 0, 0, 0
• Scale = 20.5, 2, 0.5
Click Play button, move around with arrow keys!
Rollerball: 2 of 2
Click GameObject  3D Object  Cube
Hierarchy
panel:
 Create
 3D Object
 Cube
* OR *
Right-click Cube
in Hierarchy panel
Rename “Cube”
to “PowerUp”
Ensure PowerUp cube is at (0,0,0)
Mouse over Scene, then press “F” on keyboard to focus on selected PowerUp
Select Ball in Hierarchy, deselect active checkbox in Inspector panel
… the ball disappears from the Scene!
Position:
X = 0, 0.5, 0
Rotation = 45, 45, 45
Scale = 1, 1, 1
i.e. Lift up by 0.5, then rotate by (45, 45, 45)
In the Project panel,
click Create dropdown Then select “C# Script”, name it
ItemRotator
… with Scripts folder
selected
Rollerball: 2 of 2
Rollerball: 2 of 2
Verify Script in Inspector panel
Drag to
PowerUp
Click Play button, see the rotation?
In the Project panel,
click Create dropdown
Click “Folder”, then
Rename it “Prefabs"
Verify that
PowerUp
is blue
In Hierarchy
Drag to
Prefabs
In the Hierarchy panel,
click Create  Create Empty
Rename GameObject to PowerUps (plural)
With “PowerUps” selected in Hierarchy…
… Reset to origin in Inspector panel.
Rollerball: 2 of 2
In the Scene panel, click the Y axis in the XYZ gizmo…
… top view!
Below the top menu, click the “Local” icon…
… it should switch to “Global”
Select the Move tool, then drag the PowerUp down to the Near Wall
Press Ctrl-D to duplicate PowerUp, drag it to a new position…
… repeat this 11 times to create 12 PowerUps
In the Project panel,
click Create dropdown…
Click “Material”, then
Rename it “PowerUpMaterial"
… with Materials
Folder selected
Make sure color is
different from ball
and ground colors
Drag to
Prefab
Verify Material
Drag
all 4
borders
into
“Borders”
Verify
Borders:
• NearBorder
• FarBorder
• RightBorder
• LeftBorder
Rollerball: 2 of 2
Activate “Ball”
by enabling
its checkbox
in Inspector
panel
Click Play button, does the ball hit objects?
Rollerball: 2 of 2
Add new method
OnTriggerEnter()
… just before class ends
Select
PowerUp
Prefab
in
Project
window
In Inspector
window,
click Tag
dropdown
then click
“Add Tag…”
Click + symbol
Rename New Tag
“PowerUp”
Select
PowerUp
Prefab
in
Project
window
In Inspector
window,
click Tag
dropdown
then select
“PowerUp” tag
Click Play button, ball still bounces back!
Select
PowerUp
Prefab
in
Project
window
Enable
“Is Trigger”
Checkbox
Click Play button, pick up PowerUps!
Select PowerUp
prefab in Project
Panel…
Then, Click Component  Physics  RigidBody
Select
PowerUp
Prefab
in
Project
window
Under RigidBody,
enable
“Is Kinematic”
checkbox
Rollerball: 2 of 2
Rollerball: 2 of 2
Define a private integer
named “count”
Increment count by 1
inside OnTriggerEnter()
when player collides
with PowerUp
In the Hierarchy panel, click Create  UI  Text
New Items in Hierarchy
• Canvas
• Text (child of Canvas)
• Event System
In Hierarchy panel, right-click “Text” (below Canvas), rename to “CountText”
Text: “count text”
Color: any light color
Under “Rect Transform”, click on the square icon to see all Anchor Presets
Hold down both Shift + Alt on keyboard
then click top-left square icon
Pos X = 10
Pos Y = -10
Top
Left!
Rollerball: 2 of 2
First, add “using”
statement for
UnityEngine.UI
Add new public
variable for
countText object
In Start() method,
initialize count
and call
SetCountText()
Add new method
SetCountText()
just before class ends
Inside OnTriggerEnter()
call
SetCountText()
on PowerUp collision
Verify
CountText
… drag to
CountText
With
Ball
selected...
Click Play button, pick up PowerUps!
Count!
In the Hierarchy panel, click Create  UI  Text
In Hierarchy panel, right-click “Text” (below CountText), rename to “WinText”
Under “Rect Transform”, click on the square icon to see all Anchor Presets
Hold down both Shift + Alt on keyboard
then click middle-center square icon
Pos X = 0
Pos Y = 75
Rollerball: 2 of 2
Add new public
variable for
winText object
In Start() method,
initialize
winText.Text
… then, update winText.text
If all 12 PowerUps are collected…
Verify WinText
… drag to
WinText
With
Ball
selected...
Click Play, collect all PowerUps!
Rollerball: 2 of 2

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Rollerball: 2 of 2

Editor's Notes

  1. Title Page: Game Development with Unity 5 and C# Windows  Web  Xbox  Mobile  … and more! By Shahed Chowdhuri Technical Evangelist Blog: WakeUpAndCode.com Twitter: @shahedC
  2. * need to optimize for static colliders dynamic colliders are not cached but static colliders are cached! ... collider + rigid body is dynamic ... collider but no rigid body is static * Solution?: If you add rigid body to pickups they fall through the floor with gravity! * disable gravity? partial solution but still respond to physics! * keep gravity enabled, but select Is Kinematic will not respond to physics forces! objects with colliders or triggers Suitable for: elevators, moving platforms, pickups