![]() Try to look at the scene from different axes (i.e., x, y, and z) by clicking on one of the arms or labels of the gizmo.Select some of the objects present in the scene (i.e., click once or twice on these) and inspect their attributes in the inspector window.Switch from the WASD mode to Fly Mode (i.e., by pressing the Right-Mouse Button).Navigate the scene using some of the shortcuts and navigation modes described earlier (e.g., walk or fly see Table 1).Once you feel comfortable with these controls (i.e.,zooming and rotating around objects), you can navigate the scene and use other shortcuts as follows: To see it more clearly, we can zoom-in (mouse wheel or CTRL + drag and drop) and look at it from different angles (ALT + drag and drop) as demonstrated in the next figure.įigure 24: Navigating the AngryBots scene The player is now in the center of the view.The view should now look as follows:įigure 23: Navigating the AngryBots scene (focusing on the player) Let’s focus the view on the player by double clicking on the corresponding label in the hierarchy view. As we can see, several objects are grouped in folders (i.e., black triangles to the left), and we can also see the folder called Player.To do so, lets look at the hierarchy window it should look as follows:įigure 22: Objects’ hierarchy in the AngryBots scene.At this stage we can see that this is a rather complex model, and we will only focus on the player for the time being.You may pan the view to look around by pressing Q on the keyboard, then the alt key and drag and dropping the mouse within the scene view.Once you have zoomed-in enough, you should see an overview of the AngryBot Island, as illustrated on the next screenshot.When the scene is open you may need to zoom in (i.e., using mouse wheel or ALT+CTRL + drag and drop) within the scene window.We can then double click on the scene labeled AngryBots and it should open accordingly.In the project window, look for all scenes available in the project by entering the keywords “ t:scene” and press Return this should display four scenes as described in the next figure.įigure 21: Scenes available in the Angry Bots project. ![]() Once you have this project, we can now do the following (3 to 4 minutes): When the project has downloaded, a window labeled Importing Packages will appearįigure 20: Importing Assets for the Angry Bots project.The download button should now display “ Please wait” as the project is downloading.Press Accept and agree to the terms of services.Once you have entered these details and logged in, we can press the Download button again.Īt this stage, because this project was created with a previous version of Unity (4.x), Unity indicates that there could be some incompatibilities with the current version.As you press this button, Unity will ask you to login using the email and password provided earlier. Select the second result, this should display the following window:įigure 18: Downloading the AngryBots project.This should return at least two results.Type the text “ angry bots complete project tutorial unity” in the search window (i.e., top-right corner).Open the Asset Store window (CTRL + 9).you can download this project through the Assets Store window as follows: While we have looked at the main views available in Unity, we will now get familiar with navigating through a scene using the project AngryBots. A more sophisticted collision algorithm, or even the new DOTS physics, could have been used, but this is meant to be a simple example and really isn't necessary.In this part of the tutorial we learn how to navigate through the scene and to use shortcuts that can save you time. In this system general radius is used to calculate if bullets have collided with enemies or enemies with players. As such, collision is handled by a system (CollisionSystem) and is very simplistic in nature. Since the bullets and enemies are entities and the player is a game object, making them collide with the built in physics system won't work. ![]() When enemies die, they spawn particle effects (game objects). There is an Enemy Spawner (game object) that spawns enemies (entities). In this case, the player (game objets) spawns bullets (entity). This project uses a combination of game objects and entities together. A video presentation of this project can be seen here The basics This is meant to provide a simple, targeted example. The DOTS project used for the presentation Converting Your Game to DOTS and contains an example of how DOTS could be used to replace a low performance process in your games (shooting many bullets at once, in this case).
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