If you’re in a hurry, you can find the complete source code on GitHub: https://github.com/dgkanatsios/TowerDefense It is recommended that you read part 1 before proceeding on reading the rest of this tutorial, since it is heavily based on what we described in the first part! Don’t tell me I didn’t warn you!!! This is the second post in 2 post tutorial regarding making a tower defense in Unity. In the first post we described the game scenario and gameplay and we also mentioned the level editor, the XML file and structure that holds level information and the object pooler methodology we use. Again, if you haven’t read it, I strongly encourage you to do it ASAP, this post will be much clearer after that! We’ll start by exploring the prefabs we have in our game. The RootGO gameobject In the instructions we gave at the previous post about making a new level, we mentioned dragging a prefab called “ RootGO ” to the scene. Let’s see this object’s children in detail. PathPieces PathPieces is an empty game object that acts

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