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How to Polish and Finish a Game in Unity

For this Demo tutorial, I will show you how to take an unfinished game that has been white-boxed and the basic gameplay is coded and polish it to the point of publication. I have another mini-game that I have created for My Crypto Games but it is missing many of its final detail to be ready for the app to be updated. I will show you how to replace models with their final assets, add particle effects, and fine-tune scripts.

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Ball Roll Mechanic with Add Force in Unity

In this video, We talk more about our marble game group Unity project. I explain that I will be updating this Unity project on a weekly basis. I hope that you will join this group project and help us create levels in Unity for this game.

Project Page: https://www.infogamerhub.com/collaborative-unity-project-1/

We will also show you how to create a ball roll mechanic in Unity. We are using a ball roll mechanic for this group Unity project. Ball rolling is a very popular game mechanic found in many video games. If you haven’t learned how to make a ball roll in Unity then this is the video for you as I show you how to create a basic but effective ball prefab that you can use in any of your unity projects.

Unlock Code and Member Content

BasicForceMovement.cs

using UnityEngine;
using UnityEngine.InputSystem;

namespace InfoGamer
{
    public class BasicForceMovement : MonoBehaviour
    {
        Rigidbody myRB;

        [SerializeField] InputAction WASDInput;
        Vector2 movementInput;
        [SerializeField] float force;

        [SerializeField] float topXZSpeed;
        [SerializeField] float topYSpeed;


        private void OnEnable()
        {
            WASDInput.Enable();
        }

        private void OnDisable()
        {
            WASDInput.Disable();
        }

        // Start is called before the first frame update
        void Start()
        {
            if(topYSpeed > 0)
            {
                topYSpeed *= -1;
            }
            myRB = GetComponent<Rigidbody>();
        }

        private void Update()
        {
            movementInput = WASDInput.ReadValue<Vector2>();
        }

        
        void FixedUpdate()
        {

            myRB.AddForce(new Vector3(movementInput.x, 0, movementInput.y) * force);

            if (myRB.velocity.y < topYSpeed)
            {
                myRB.velocity = new Vector3(myRB.velocity.x, topYSpeed, myRB.velocity.z);
            }
            Vector2 tempXZ = new Vector2(myRB.velocity.x, myRB.velocity.z);
            if (tempXZ.magnitude > topXZSpeed)
            {
                tempXZ = tempXZ.normalized * topXZSpeed;
                myRB.velocity = new Vector3(tempXZ.x, myRB.velocity.y, tempXZ.y);
            }


            Debug.Log(myRB.velocity);
        }
    }
}

BasicForceJump.cs

using UnityEngine;
using UnityEngine.InputSystem;

namespace InfoGamer
{
    public class BasicForceJump : MonoBehaviour
    {
        Rigidbody myRB;

        [SerializeField] InputAction JumpInput;

        [SerializeField] float jumpForce;

        private void OnEnable()
        {
            JumpInput.performed += Jump;
            JumpInput.Enable();
        }

        private void OnDisable()
        {
            JumpInput.performed -= Jump;
            JumpInput.Disable();
        }

        private void Start()
        {
            myRB = GetComponent<Rigidbody>();
        }

        private void Jump(InputAction.CallbackContext obj)
        {
            //Debug.Log("Jump");
            bool isGrounded = false;
            if (Physics.Raycast(transform.position, Vector3.down, transform.localScale.y/2 + .1f))
            {
                isGrounded = true;
            }
            if (!isGrounded)
                return;

            if (obj.ReadValue<float>() > 0)
            {
                myRB.AddForce(0, jumpForce, 0);
            }
        }
    }
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

Posted on

Multiplayer Marble Game – Collaborative Unity Project

Play Now

Check back every Monday for updates

Welcome to our all-new collaborative project. We tried to do a joint project with our subscribers before. However, the scope of the project was a bit too much. While I will return to that project sometime in the future we have a new project that will be much easier to complete.

There are countless ball games out there on the game markets but nothing like what we want to create. I want to create a multiplayer race game that has a variety of levels created by the players. I want to collaborate with all of you to create something everyone can enjoy.

In order to participate in this project, you will need to become a supporter on our website. As a supporter, you will receive exclusive free access to our Marble Level Builder Packager. This package will help you to create the levels for this game. The package includes basic Platforms that have a simple drag and drop design flow. We have also included moving, ghost, and launch platforms in this package.

Project Rules

  1. InfoGamer will handle the general development of this Game
  2. You must be a supporter to participate in this project
    • This will give you access you our exclusive Marble Level Builder package in addition to all other supporter perks
  3. In order to keep the project manageable, we will limit the Collaboration to level design.
  4. We will Include your display name in the credits of the game.
  5. Have Fun!

How to Participate

Basic Levels

  1. Sign up to become a supporter.
  2. Download our free Marble Level Builder Package.
  3. Import package into an empty Unity Project.
  4. Use platform prefabs to design a unique level.
  5. Export Scenes and any new dependant files you have created as Unity Package.
  6. Upload the Unity Package below.

Advanced Levels

  1. Sign up to become a supporter.
  2. Download our free Marble Level Builder Package.
  3. Import package into an empty Unity Project.
  4. Use platform prefabs to design a unique level.
  5. Use Blender or other 3D modeling software to create and add your own platform prefabs to the scene (Use FBX Files)
  6. Export Scenes and any new dependant files you have created as Unity Package.
  7. Upload the Unity Package below.

Single Platform

  1. Sign up to become a supporter.
  2. Use Blender to create one part, platform, or obstacle for me to add to any level. (Use FBX Files)
  3. Add the part to the empty Unity project and make a prefab out of it.
  4. Export prefab as Unity Package
  5. Upload the Unity Package below.

Development Tips

  • When you Design your levels try to either make a race or a survival game mode.
  • Try to keep the time it takes to complete your levels between 2-5 mins.
  • Have the start of your levels big enough to fit up to 50 balls.
  • Keep the style simple, think geometric.
  • Refrain from making any direct changes to the files included in our Unity Package
  • When submitting your levels, only include the scene files and new files that not include in our Unity Package.
  • Give us a display name that you want to be recognized by in the credits of this game.

Download Package

*This unity package requires using the New Input System.

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