This article will show how to create a collectible coin that the Player will pick up and display how many have been collected on the screen.

The first thing to do is create the UI used to show the Player collected the Coin visually. Now we can make the UI Manager script that will control the Text.


Using the Player script created in the previous article that uses a Character Controller component, we will add a double jump feature for the Player.

Implementing a double is relatively simple since we already have a regular jump. To add the double jump capability, we need to add a bool to know if we can double jump; this will turn on and off the ability to double jump.


In this article, we will make a physics-based movement using the Character Controller component in Unity. The reason to do it this way rather than using a Rigidbody component is to give us more control over the movement.

The scene is straightforward, with cubes for Platforms and a capsule for the Player. On the Player GameObject, we remove the Capsule Collider and replace it with a Character Controller and add the new Player script. The Character Controller already acts as a Collider, so there is no need for the Capsule Collider.


With the cinematography course finished, I move on to the next project, a 2.5D Platformer. So back to programmer art for prototyping.

The 3D Stealth Prototype can be played on my simmer.io here and downloaded at my itch.io here. The game mechanics include Point and Click Movement, cutscenes, waypoint system, guards, security cameras, loading screen, and more using C# and Unity3D.


This article will show how to create a loading screen in Unity that updates the loading bar as the next scene is loaded.

To create the Loading Bar, we will use an image and change the Image Type to Filled. Next, change the Fill Method to Horizontal and the Fill Origin to Left. As the Fill Amount is altered, the Image fills the area from left to right on a 0 to 1 range. This Fill Amount is what will be changed as the next scene is loaded.


This article will show how to use the Signal track in the Unity Timeline. You can use the Signal track in Timeline to create an Event system triggered when the Timeline gets to the Signal Emitter’s frame.

Image Credit to Rocket Jump Film School

Signal Track

To create a Signal Track, you can drag the GameObject that you want to be affected by the Signals into the Timeline and select Add Signal Track. That will also add the Signal Receiver component to the GameObject that will be listening for the set Signals.


This article will show how to create a Game Manager, an Audio Manager, and a UI Manager class. We will use these classes to control the intro and win cutscenes, audio for the game, and UI.

Since these classes need to be accessed across scripts for easy use, we will make them Singletons using a Mono Singleton.

Game Manager

The Game Manager will know if the Player has collected the required keycard and control skipping cutscenes. To change scenes and control the cutscene Timeline, we need to use the UnityEngine SceneManagement and Playables namespaces. …


This article is going to be a quick look at Singletons and their uses in Game Development. A Singleton is a class that only allows a single instance of itself to be created and gives simple access. That is the Singleton Design Pattern and is one of the most well-known patterns.

Singletons are used for classes that do not need to be copied multiple times during a game. In Game Development, they are most commonly used for manager classes like Game Manager or Audio Manager, which there will ever only be one in a scene.

Singleton

Singletons are very powerful, but…


This article will show how to create a distraction that the Player can use to lure the guards from a previous article away from their movement pattern allowing the Player to get by them.

The Player script needs to use the System namespace to use an Action Delegate for the guards to subscribe to know when the coin has been thrown and the coin’s location. …


This article will show how to make a security camera that animates and when the Player enters the camera’s vision cone, it stops animating and turns red.

The security cameras are going to oscillate from side to side.

Kyle W. Powers

Unity Developer, Software Engineer, Game Designer

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