GameDevHQ Crash Course Day#2 Setting up Unity and Basic Movement

Jason Dixon
2 min readMar 13, 2021

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I have been using unity for a few months now and have familiarized myself with the layout a decent amount, worked out a layout that works for me at the moment, I have previous done a few in depth online tutorial courses which helped me get comfortable with the unity editor so a bit of today was doing refreshers. I am excited to get back in doing this as a more dedicated project.

This is the layout I use, as I have a somewhat vertical 2 screen set up(bottom screen is a drawing tablet as well) I have the game view set up individually on that so I can adjust the size as necessary to see how it would look at different resolutions without interfering with my unity layout. Everyone has their way of laying out their editors making sure you are comfortable with the editor is the first step to success!

Beginning 2D space Shooter-Movement

Movement is the basis for a lot of Video games, but there is not automatic system for it, so there are a bunch of different ways to go about it, today we will using axis input and translating that to movement. Input.Getaxis refers to Unitys inbuilt keymapping, in this case it is referring to the Horizontal and Vertical axis’ of movement. This allows us to move up and down and left and right on the screen.

I have done a bit of work with vectors and unitys Input keyword so played around I also made it so then when you leave the left and right on the screen you wrap to the other side and restricted the players movement on the up and down axis so you cannot go too high and get hit immediately upon enemy spawn. Greater than and Less than symbols are as always my bane!

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