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Let’s Make: PONGBy Will Oldham. Updates by and.Note, July 2018: Updated for Unity 2018.1Today, the name of the game is Pong.
We’re going to be using Unity 2018.1 or later, and we’ll use C# as our coding language. No prior experience with Unity or C# is required. It will only take you about two hours to complete the tutorial, and at the end you’ll have made your own version of Pong!
Step Zero: The DesignFirst, let’s think about the pieces and parts of Pong – the individual “mechanics” (the rules and features of the game) that we’ll need to program.You have a Background to play on.You have a set of Paddles that go up and down.You have a ball that bounces off walls and paddles.You have a set of side walls that you hit to score.You have a score at which you win.You have a reset button so you can play againSeems simple enough. Let’s get started! Step One: The SetupFirst, download this. It contains images and other assets that we’ll be using in this tutorial.Now we can start setting up our project! Open Unity and follow these steps:.From the welcome screen, click Projects.
(If the Unity editor is already open, click File New Project instead.).Click ‘New’. Then you should see something like this:.Name the Project something like ‘Pong Game’.Make sure you choose the 2D Template.Set the slider for Enable Unity Analytics to Off.Click Create Project. And that’s it!Once the project has been created, you should see a 2D grid appear in the Scene view.Setting up Unity in 2D mode does several things. First off, it sets up our game camera so that everything is viewed from a 2D perspective. It also tells Unity to import images as Sprites instead of Textures. You’ll see how this helps us in just a bit.Remember that that we downloaded? Now’s a great time to unzip that file.
Once you do, you’ll see a folder called unitypong-assets, which will contain a set of images, fonts, and other assets that we’ll be using today. Select all of these files, then click + drag them into the Project pane at the bottom of your Unity window. It should now look something like this:Click and drag the Background image from the Project pane into the Hierarchy pane, just below Main Camera. It should appear in your Scene view, and be centered by default.
If it’s not centered, use the Inspector pane to set its Transform Position to (0, 0, 0).Select your Background, now in the Hierarchy pane, and you should see it show up in the Inspector pane like this:First, up at the top of the Inspector under Transform, change its scale to (0.75, 0.75, 1). Arma 3 get tactical. This will make it look better in our game.
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Now look at the Sprite Renderer component. We want to make sure the background actually renders behind our other sprites, and does not accidentally appear on top of them. Go to Sorting Layer, and click Add Sorting Layer. The Inspector pane should now look like this:Click the + icon to add our new layer. Change its name from ‘New Layer’ to ‘Background’, then click and drag our new layer above the Default layer.
This makes it so that anything on the Background sorting layer will appear behind anything on the Default layer, which is exactly what we want.Now re-select your Background object in the Hierarchy pane so that it will show up in the Inspector again. In the Sprite Renderer component, click the dropdown menu for Sorting Layer and choose our new Background layer. Your Inspector should look like this:Next, we need to make some changes to the Main Camera so that our game will look nicer.Select the Main Camera object in your Hierarchy pane. The camera object controls how we see the game world (or “Scene”, in Unity terms). When we’re playing our Pong game, it’s actually possible that our background won’t be big enough to cover the whole screen.
We need to make two small changes in our Main Camera to take care of that.In the Inspector, under the Camera component, change the Size to 3. This will zoom in slightly on our background. Next, click on the Background property of the Camera. This lets us change the color that will be visible on the edges of our screen if the background isn’t big enough. In the color picker, choose the color black, with RGBA values of (0,0,0,0). Then the Camera component in the Inspector should look like this:All right! Now is a great time to save our progress.
Press Ctrl+S (or Cmd+S on macOS) to save the changes made to your current Scene (by default, called SampleScene in the Scenes folder in the Project window). Step Two: The PaddlesThe next step is to make our paddles. Find the image called PongPaddle within your Project pane.Now click and drag the paddle image onto the scene in the Scene view. A PongPaddle object should appear in your Hierarchy menu.Click the PongPaddle in the Hierarchy. Over in the Inspector, rename it to Paddle1 and click the Tag dropdown and select Player. (More on this later.) Set Position to (X, Y, Z) = (-4, 0, 0) and Scale to (0.5, 1.5, 1).
It should look like this in the Inspector:All we’re doing here is making sure that the paddle is positioned where we want it. The Sorting Layer and other settings don’t matter this time because we want this object to be drawn on top, which is what Unity defaults to.Next we’re going to add two components to the Player object. Click on the Add Component button, and then on Physics 2D.
Once you’ve done that add both a Box Collider 2D and a Rigidbody 2D. The Box Collider 2D is to make sure the ball will bounce off your paddle, and the Rigidbody 2D is there so we can move the paddle around.Note: It’s important to use Physics, Box Collider, and Rigidbody 2D here because 3D versions of those exist - that’s not what we want in our 2D game.Now, we’re going to make a few changes to the Rigidbody 2D component. Unity has a great, realistic physics system built in that calculates the effects of gravity, friction, and other forces on any object that has a Rigidbody 2D component. That system is often very handy, but we don’t want to use it for our paddles.
Our paddles aren’t exactly realistic – they’re just kind of floating in space and they only move when we tell them to. Thankfully Unity gives us a way to tell our Rigidbody 2D to only move when we tell it to. We just have to click the Body Type dropdown menu and select Kinematic.Your Inspector should now look like this:Now we want to do the hard part: add a Script for movement for our paddles. I’m going to share the code below. I recommend typing each line. It might seem quicker to copy and paste code, but typing it yourself really does help you understand it.To add a script, make sure that Paddle1 is still selected in your Hierarchy pane, then go to Add Component New Script.
Call this script PlayerControls, then click Create and Add. The script should now appear as a component and in the Project pane.Double click the script icon to open it up in Visual Studio. (Visual Studio is Unity’s default Integrated Development Environment (or IDE) - essentially, it’s the program we use to write Unity scripts.)Code BreakdownIn short, the first three lines are packages of pre-written code we want to tell our program it can use. Public KeyCode moveUp = KeyCode. W; public KeyCode moveDown = KeyCode.
S; public float speed = 10.0f; public float boundY = 2.25f; private Rigidbody2D rb2d;By making these variables ‘public’, we can adjust them through our Unity interface as well. If we have variables we don’t want other developers to see in the Unity interface, we should call them ‘private’.Start is a function that is called when we first launch our game. We’ll use it to do some initial setup, such as setting up our Rigidbody2D. Using System.Collections; using System.Collections.Generic; using UnityEngine; public class GameManager: MonoBehaviour Next we make four variables.
The first two variables are just integers to keep track of the scores for the two players. The next is a GUI object. ‘GUI’ stands for graphical user interface.
This object is going to be responsible for displaying all our different buttons and graphics. We’ll make this skin object in Unity after we finish here. The last variable is a reference to our ball object.