Building a Pong Clone in Unity: UI and Gameplay
This tutorial enhances a basic Pong clone built in Unity, adding classic Pong aesthetics, improved gameplay mechanics, and a retro-styled UI. Let's upgrade our Pong game!
Part 2: Retro Revamp & Enhanced Gameplay
This tutorial builds on the previous Pong clone. Download the project from GitHub or complete Part 1 before proceeding. A working demo and the final improved game are also available.
Key Improvements:
- Classic Styling: Import black and white sprites, adjusting pixels per unit (to 64) for authentic retro visuals. Change the Main Camera background to black, and update paddle and ball sprites accordingly. Create a central divider using multiple scaled white sprites.
-
Enhanced Collisions: Refine ball collision handling to calculate impact angles on paddles, making bounces more realistic. This involves updating the
BallController
script'sOnCollisionEnter2D
method to use thelaunchAngle
function. Remember to tag the Player and Enemy paddles appropriately. -
Improved Enemy AI: Smooth enemy paddle movement using time-based calculations, enhancing responsiveness and challenge. Modify the
EnemyController
script to useInvokeRepeating("Move", .02F, .02F)
, adjusting speed and timing for optimal smoothness. Add bounds to prevent the AI paddle from going off-screen. TheBoundsController
script should reset the enemy paddle's position after the ball is destroyed. -
Retro Pause Menu: Create a pause menu using a custom pixel font (like SilkScreen). Include "Reset" and "Main Menu" buttons with appropriate functionality. The
UIManager
script manages pausing and resuming, along with showing/hiding pause menu elements. Make sure to tag the pause menu elements with "ShowOnPause". -
Dynamic Main Menu: Design a main menu with simulated AI gameplay in the background. Duplicate the main game scene, remove unnecessary elements, and add a title and "Play" button. Use the
AutoPlayer
andAutoEnemy
scripts (similar to the enemy AI but with adjustments for speed and timing) to control the AI paddles in the main menu. -
Scoring System: Implement a scoring system that tracks player and AI scores, displays them on the UI (using the
PointCounter
script), and ends the game when a score limit (e.g., 7 points) is reached, displaying a game over screen. TheGameOver
script displays the winner. Remember to tag the game over elements with "ShowOnFinish".
Code Snippets:
(BallController.cs - OnCollisionEnter2D & launchAngle)
void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "Enemy") { float y = launchAngle(transform.position, col.transform.position, col.collider.bounds.size.y); Vector2 d = new Vector2(1, y).normalized; rig2D.velocity = d * speed * 1.5F; } if (col.gameObject.tag == "Player") { float y = launchAngle(transform.position, col.transform.position, col.collider.bounds.size.y); Vector2 d = new Vector2(-1, y).normalized; rig2D.velocity = d * speed * 1.5F; } } float launchAngle(Vector2 ball, Vector2 paddle, float paddleHeight) { return (ball.y - paddle.y) / paddleHeight; }
(EnemyController.cs - Move)
void Move() { if (ball == null) { ball = GameObject.FindGameObjectWithTag("Ball").transform; } ballRig2D = ball.GetComponent<Rigidbody2D>(); if (ballRig2D.velocity.x > 0) { if (ball.position.y > this.transform.position.y + .5F) { transform.Translate(Vector3.up * speed * Time.deltaTime); } else if (ball.position.y < this.transform.position.y - .5F) { transform.Translate(Vector3.down * speed * Time.deltaTime); } } // ... bounds checking ... }
(UIManager.cs - Partial)
// ... other methods ... public void showFinished() { foreach (GameObject g in finishObjects) { g.SetActive(true); } } // ... other methods ...
(PointCounter.cs)
void Update () { text.text = rightBound.GetComponent<BoundController>().enemyScore + "\t\t" + leftBound.GetComponent<BoundController>().playerScore; }
(GameOver.cs)
void Update () { if(uiManager.playerWon){ text.text = "GAME OVER!\nPLAYER WON!"; } else if(uiManager.enemyWon){ text.text = "GAME OVER!\nENEMY WON!"; } }
Remember to adjust values like speed and timing in the AI scripts to fine-tune the gameplay difficulty. This enhanced Pong clone provides a more complete and engaging retro gaming experience. The GitHub link (not provided in the input) would contain the full project files.
The above is the detailed content of Building a Pong Clone in Unity: UI and Gameplay. For more information, please follow other related articles on the PHP Chinese website!

Hot AI Tools

Undresser.AI Undress
AI-powered app for creating realistic nude photos

AI Clothes Remover
Online AI tool for removing clothes from photos.

Undress AI Tool
Undress images for free

Clothoff.io
AI clothes remover

Video Face Swap
Swap faces in any video effortlessly with our completely free AI face swap tool!

Hot Article

Hot Tools

Notepad++7.3.1
Easy-to-use and free code editor

SublimeText3 Chinese version
Chinese version, very easy to use

Zend Studio 13.0.1
Powerful PHP integrated development environment

Dreamweaver CS6
Visual web development tools

SublimeText3 Mac version
God-level code editing software (SublimeText3)

Hot Topics

This Go-based network vulnerability scanner efficiently identifies potential security weaknesses. It leverages Go's concurrency features for speed and includes service detection and vulnerability matching. Let's explore its capabilities and ethical

This pilot program, a collaboration between the CNCF (Cloud Native Computing Foundation), Ampere Computing, Equinix Metal, and Actuated, streamlines arm64 CI/CD for CNCF GitHub projects. The initiative addresses security concerns and performance lim

This tutorial guides you through building a serverless image processing pipeline using AWS services. We'll create a Next.js frontend deployed on an ECS Fargate cluster, interacting with an API Gateway, Lambda functions, S3 buckets, and DynamoDB. Th

Stay informed about the latest tech trends with these top developer newsletters! This curated list offers something for everyone, from AI enthusiasts to seasoned backend and frontend developers. Choose your favorites and save time searching for rel
