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Setting up a 2D project

From: Unity 4.3 Essential Training

Video: Setting up a 2D project

One of the most exciting new developments in Unity 4.3 is the new 2D engine. In the 1201 Assets Textures folder, I've placed a

Setting up a 2D project

One of the most exciting new developments in Unity 4.3 is the new 2D engine. It's a 2D game engine inside Unity, and it works just the same as the 3D except you're missing your z axis. You get all the physics you expect. The scripting still ties in. And everything works, well, exactly like the 3D world except you're working flat, and this is fantastic if you're developing mobile games, or casual games, for example. There's a couple of ways to get going with 2D, and it integrates wonderfully with the 3D if you'd like.

You can do a 2D mini game or overlay 2D in the 3D. You can also start out a project natively in 2D using a new template, and I'll show what that looks like before I bring some 2D into my 3D game here. If you choose File and New Project, you can create a new project with setup defaults for 2D. When you do this, you have the same options as usual. Are we bringing in a character controller, cookies, scripts, and so on? I'll start out by bringing in my character controller, and then also adding in my physic materials, and standard assets and scripts.

I'll browse to set my project and then get going in 2D. I've selected a folder, and keep in mind that I'm showing this as a possibility. Because we've already set up the project here for 3D, we're going to bring the 2D in. But I wanted to take a minute and show the new 2D defaults. When we start out in a new 2D project, the scene view is configured to be 2D. And we can toggle that off and of with the 2D button at the top of the scene view.

What's actually going on here is that the main camera is defaulted to the projection as orthographic and we can see it here in the camera, where we switch back and forth. Usually in the 3D game, we use a perspective, but now it's set as orthographic and ready for a 2D game. When we import assets, there's also a new asset type, and I'll bring a piece in just to show what it looks like. In the 1201 Assets Textures folder, I've placed a couple of assets we're going to use in that game. I'll bring in this cars 2D and click Import. What happens is that in a 2D preset, the default texture type is set to sprite, and we've got sprite modes and places to set the pivots.

It's defining the sprites based on the alpha channel of this image. And I've brought in a PSD here, natively. And that way, I'm going to work uncompressed for the best quality. For sprites then, we'll put the format as True Color, and I'm going to max out the size as it was drawn at 2048. I'll click Apply, and then I can go into Edit the Sprites. What I'm going to do though, is I'm going to go back into my 3D gallery project and bring in the sprites there, because what I'd like to have happen is this is a modern painting that will go on the wall.

And it'll appear to be flat until the player triggers an animation, causing the cars to zoom by and smash into each other. Keep in mind though that if you're working exclusively in 2D, you can start out a new 2D project and set everything up to be well, flat. But you'll be able to take advantage of all the physics and scripting from Unity you already know, just apply it in 2D.

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Unity 4.3 Essential Training

78 video lessons · 8854 viewers

Adam Crespi
Author

 
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  1. 2m 57s
    1. Welcome
      41s
    2. What you should know before watching this course
      52s
    3. Using the exercise files
      1m 24s
  2. 21m 21s
    1. Designing the game
      4m 39s
    2. Setting the project
      4m 9s
    3. Exploring the Hierarchy, Scene, and Inspector windows
      5m 45s
    4. Creating and transforming objects
      6m 48s
  3. 21m 34s
    1. Organizing the Assets window
      2m 55s
    2. Exporting objects from 3D modeling programs
      8m 33s
    3. Importing and configuring models and textures
      4m 54s
    4. Setting properties for models and textures in the Inspector
      5m 12s
  4. 29m 8s
    1. Introducing the game environment
      4m 27s
    2. Placing the player controller
      4m 29s
    3. Publishing project settings
      5m 32s
    4. Adding sky and fog
      8m 17s
    5. Fine-tuning the First Person Controller
      6m 23s
  5. 57m 25s
    1. Creating the terrain geometry
      3m 29s
    2. Forming the topography
      9m 54s
    3. Painting the terrain textures
      7m 9s
    4. Painting trees and forests
      10m 55s
    5. Painting grass, shrubs, and 3D geometry
      9m 38s
    6. Painting detail meshes
      8m 46s
    7. Adjusting terrain settings
      7m 34s
  6. 39m 45s
    1. Creating materials and assigning shaders
      8m 56s
    2. Handling multiple materials
      7m 13s
    3. Adding textures to a material
      3m 57s
    4. Manipulating textures
      5m 20s
    5. Adding reflections to materials
      8m 1s
    6. Creating lit materials
      6m 18s
  7. 47m 12s
    1. Creating GameObjects
      5m 2s
    2. Understanding components
      6m 15s
    3. Using colliders for barriers
      6m 22s
    4. Using colliders for triggers
      8m 1s
    5. Exploring physics
      8m 22s
    6. Working with Physic materials
      5m 3s
    7. Adding joints to rigid bodies
      8m 7s
  8. 20m 33s
    1. Setting up prefabs for animation and batching
      5m 8s
    2. Animating an object
      6m 32s
    3. Adjusting timing in an animation
      3m 50s
    4. Animating transparency and lights
      5m 3s
  9. 11m 58s
    1. Importing skinned meshes
      4m 51s
    2. Separating animations into clips and states
      3m 14s
    3. Creating transitions between states
      3m 53s
  10. 30m 22s
    1. Customizing ambient light
      2m 59s
    2. Creating the sun using a directional light
      5m 49s
    3. Using layers and tags for lighting
      3m 32s
    4. Adding spot and point lights
      4m 25s
    5. Using point lights for fill
      4m 30s
    6. Adding and fine-tuning shadows
      5m 10s
    7. Creating lighting effects with cookies
      3m 57s
  11. 9m 15s
    1. Adding scripts to GameObjects
      2m 42s
    2. Using correct script syntax
      6m 33s
  12. 23m 7s
    1. Setting up a 2D project
      3m 13s
    2. Importing sprites
      2m 30s
    3. Slicing in the Sprite Editor
      3m 6s
    4. Layering sprites and setting the sorting order
      5m 12s
    5. Creating 2D colliders
      3m 12s
    6. Adding 2D physics
      2m 25s
    7. Animating 2D elements
      3m 29s
  13. 30m 25s
    1. Creating light shafts and sunbeams
      5m 20s
    2. Using ambient occlusion to add gravity
      4m 37s
    3. Adding depth of field
      8m 40s
    4. Applying motion blur
      5m 46s
    5. Tuning color for mood
      6m 2s
  14. 38m 16s
    1. Exploring water effects
      7m 36s
    2. Working with wind zones
      2m 8s
    3. Using an audio source
      4m 3s
    4. Creating a sound zone
      5m 59s
    5. Triggering audio
      3m 37s
    6. Adding audio effects
      3m 13s
    7. Creating particle systems
      2m 26s
    8. Adjusting particle systems
      9m 14s
  15. 25m 23s
    1. Setting up occlusion culling
      5m 52s
    2. Enabling batching to reduce draw calls
      3m 28s
    3. Testing in the game window using statistics
      4m 27s
    4. Building a development build and debugging
      6m 0s
    5. Building the executable
      5m 36s
  16. 49s
    1. Next steps
      49s

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