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Mastering Unity 2D Game  Development

You're reading from   Mastering Unity 2D Game Development Using Unity 5 to develop a retro RPG

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Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786463456
Length 506 pages
Edition 2nd Edition
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Authors (2):
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Dr. Ashley Godbold Dr. Ashley Godbold
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Dr. Ashley Godbold
 Jackson Jackson
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Table of Contents (20) Chapters Close

Mastering Unity 2D Game Development - Second Edition
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface
1. Overview FREE CHAPTER 2. Building Your Project and Character 3. Getting Animated 4. The Town View 5. Working with Unitys UI System 6. NPCs and Interactions 7. The World Map 8. Encountering Enemies and Running Away 9. Getting Ready to Fight 10. The Battle Begins 11. Shopping for Items 12. Sound and Music 13. Putting a Bow on It 14. Deployment and Beyond

Transitioning and bounds


Our camera follows our player, but our hero can still walk off the screen and keep going forever, so let's stop that from happening.

Towns with borders

As you saw in the preceding section, you can use Unity's camera logic to figure out where things are on the screen. You can also do more complex ray testing to check where things are, but I find these are overly complex unless you depend on that level of interaction.

The simpler answer is just to use the native Box2D physics system to keep things in the scene. This might seem like overkill, but the 2D physics system is very fast and fluid, and it is simple to use.

We already added the physics components, Rigidbody 2D (to apply physics) and a Box Collider 2D (to detect collisions), to the player in Chapter 2, Building your Project and Character. Now we can make use of these components by adding some additional collision objects to stop the player from running off.

To accomplish this and to keep things organized, we will...

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