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LupiNexMedia
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to interact with the game and receive information.\n\nYou'll be surprised
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to a more game-like experience. \n\nSince this is not a learning experience
about creating UI\u2019s, you'll use a provided prebuilt UI prefab, but
there are lots of resources available for you to learn more about creating
a UI in Unity if you\u2019re interested!"
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m_Untranslated: "<b>1.</b> In the <b>Project</b> window, navigate to <b>_Unity
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change in the <b>Scene</b> view.\n\n<b>3.</b> Test your game to see how
the UI tracks and updates the number of collectibles as you collect them,
adding a layer of fun and engagement to the gameplay experience.\n\n<b>4.</b>
If you\u2019re interested, expand the <b>Remaining_Collectibles_UI</b>
GameObject in the <b>Hierarchy</b> window to see how it\u2019s set up.
\n\nBy selecting some of the objects, you may be able to figure out how
to change the color, font, or position of the UI elements. Remember, you
can always undo any unwanted changes with <b>Ctrl+Z</b> (macOS: <b>Cmd+Z</b>).\n\n<b>Tip:</b>
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a fun, interactive, game-like experience. \n\nHere are some of the things
you learned along the way:\n\n\u2022 Set the <b>Order in Layer</b> property
to control how objects appear in a 2D scene. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/class-SpriteRenderer.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Explain how 9-sliced sprites work. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/9SliceSprites.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Adjust <b>Rigidbody</b> component properties, including mass and drag,
to control how objects respond to physical forces. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/class-Rigidbody.html?utm_source=learnTPOCi'>more</a>)\n\u2022
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m_Untranslated: Now that your 2D room and player character are set up, the
next step is to add some furniture to the room. The player will eventually
be able to push this furniture around, making the room much more interactive
and fun.
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m_Untranslated: "<b>1.</b> In the <b>Project</b> window, go to the <b>_Unity
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Select furniture sprites you want to add to your room and drag them into
the <b>Scene</b> view.\n\n<b>Important:</b> Don\u2019t add any rugs to
the room yet! You\u2019ll do that in the next step. \n\n<b>3.</b> Use
the <b>Move</b> tool (<b>W</b> key) and <b>Rotate</b> tool (<b>E</b> key)
to position and orient your furniture. \n\nThese keyboard shortcuts allow
for quick switching between tools.\n\n<b>Important:</b> Do not put one
piece of furniture on top of another \u2014 when you add <b>Rigidbody</b>
and <b>Collider</b> components to them later, they\u2019ll explode out
of each other because they\u2019d be intersecting physical objects. \n\n<b>Tip:</b>
You should also avoid putting furniture right in a corner \u2014 this will
allow you to push them around more easily.\n\n<b>Note:</b> Remember to
save your scene."
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m_Untranslated: "If you put a rug in your scene right now, it might sit on
top of the furniture. Rugs don\u2019t usually do that. You\u2019ll need
to use the <b>Order in Layer</b> property of the <b>Sprite Renderer</b>
component to control exactly how your objects are stacked in 2D space.
\n\nThis will allow you to strategically place the rug beneath furniture
and other movable objects, but still above the floor. "
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m_Untranslated: "<b>1.</b> In the <b>Project</b> window, navigate to the
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Drag one of the rug sprite prefabs into your scene.\n\nNotice that it goes
on top of your furniture.\n\n<b>3.</b> In the <b>Hierarchy</b> window,
use the <b>Shift</b> key to select all the Furniture objects. Then, in
the <b>Sprite Renderer</b> component, set the furniture\u2019s <b>Order
in Layer</b> to <b>10.</b> \n\n<b>4.</b> Repeat this process for the <b>Player</b>
GameObject, setting its <b>Order in Layer</b> to <b>10.</b>\n\n<b>5.</b>
Now select any rugs you have in the scene and set the <b>Order in Layer</b>
to <b>5.</b> \n\n<b>Tip:</b> When you space out the layers this way (rather
than just using Layer 1, 2, 3, etc), it leaves room for additional elements
you might want to introduce between the layers later.\n\n<b>6.</b> Use
the <b>Rect</b> tool to stretch the rug\u2019s corners to the position
you want. \n\nNotice that the rug\u2019s pattern repeats as it stretches
rather than being distorted. These rugs are set up as <b>9-sliced sprites</b>,
which involves splitting the image into nine portions so that when you
resize the sprite, it keeps the sprite in proportion."
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m_Untranslated: If you test your scene now, the player will be able to go
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furniture objects need <b>2D Collider</b> and <b>2D Rigidbody</b> components
to collide and move around as expected.
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m_Untranslated: "<b>1.</b> In the <b>Hierarchy</b> window, select all furniture
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(macOS: <b>Cmd</b>) to select multiple objects at once. \n\n<b>2.</b>
With all furniture selected, go to the <b>Inspector</b> window and select
<b>Add Component.</b> Search for and add a <b>Rigidbody 2D</b> component
to each selected object.\n\n<b>3.</b> Set the <b>Gravity Scale</b> of
each <b>Rigidbody 2D</b> component to <b>0</b> to prevent the furniture
from falling to the bottom of the scene.\n\n<b>4.</b> With all the furniture
still selected, select <b>Add Component</b> again and search for <b>Box
Collider 2D.</b> Add this component to introduce collision detection to
each piece of furniture.\n\nIf you added any circular furniture (like the
lamp or plant), you\u2019ll need to replace the <b>Box Collider 2D</b>
component with a <b>Circle Collider 2D</b> component that more accurately
represents its shape. \n\n<b>5.</b> Select one of your circular furniture
sprites and locate its <b>Box Collider 2D</b> component. Either right-click
the component\u2019s name or select the component\u2019s <b>More</b> menu
(<b>\u22EE</b>), select <b>Remove Component,</b> then add a new <b>Circle
Collider 2D</b> component instead.\n\n<b>6.</b> Test the scene by entering
<b>Play</b> mode. \n\nNotice how the objects now collide with each other
and the player, but they slide like they\u2019re on ice. You\u2019ll fine-tune
their physical properties in the next step to make things feel more realistic."
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m_Untranslated: "The furniture movement is not very realistic. Let's make
the furniture behave more appropriately when the player pushes it. The
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m_Untranslated: "<b>1.</b> In the <b>Hierarchy</b> window, select all the
pushable furniture objects again. \n\nRemember, don\u2019t select the rugs!\n\n<b>2.</b>
In the furniture\u2019s <b>Rigidbody 2D</b> component, set the <b>Linear
Damping</b> to a value between <b>5</b> and <b>10.</b> \n\n<b>3.</b> Enter
<b>Play</b> mode to test the new linear damping. \n\nThe furniture should
no longer slide across the floor, but it will still rotate endlessly like
a spinning top. \n\n<b>4.</b> Exit <b>Play</b> mode and, with the furniture
still selected, set the <b>Angular Damping</b> to a value between <b>5</b>
and <b>10.</b> \n\n<b>5.</b> Enter <b>Play</b> mode again to test the
new angular damping. \n\nThe furniture should no longer spin.\n\nFeel free
to experiment with those damping values to get the furniture sliding the
way you want."
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m_Untranslated: "The furniture is coming to a stop once it\u2019s pushed,
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m_Untranslated: "<b>1.</b> In the <b>Scene</b> view, adjust the mass of
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the mass of a heavy couch to <b>10,</b> which makes it ten times more difficult
to move than the default value of <b>1.</b>\n\n<b>2.</b> Test the scene
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they feel appropriately difficult to push around, especially relative to
each other."
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m_Untranslated: "With the room completely set up, you\u2019re ready to introduce
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with you 2D collectible sprite prefabs that already include the following
components:\n\n\u2022 A <b>2D Collider</b> component (either Box or Polygon)
with <b>Is Trigger</b> enabled so that the player can detect it but not
bump into it, just like the 3D collectible.\n\u2022 A <b>Collectible 2D</b>
script component, which is very similar to the <b>Collectible</b> script
you wrote earlier \u2014 it rotates the collectible and spawns a particle
effect when it\u2019s collected.\n\nWith these components already set up,
the collectible should work properly as soon as you drag it into the scene."
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m_Untranslated: "<b>1.</b> In the <b>Project</b> window, navigate to the
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Drag your desired sprite prefab into your scene in front of the player.\n\n<b>3.</b>
Enter <b>Play</b> mode and get the collectible. \n\nYou\u2019ll notice
that the collectible is destroyed and a VFX object spawns. \n\n<b>Note:</b>
If you\u2019re interested, go to the <b>Scripts</b> > <b>Provided Scripts</b>
folder, select the <b>Collectible2D</b> script, and scan through the code
in the <b>Inspector</b> window. Note the key differences between this script
and the Collectible script you wrote:\n\n\u2022 Instead of rotating the
collectible along the Y-axis, it rotates it along the Z-axis to align with
the 2D world's plane. \n\u2022 Instead of the default <b>OnTriggerEnter</b>
and <b>Collider</b> code, it uses <b>OnTriggerEnter2D</b> and <b>Collider2D.</b>
These optimized 2D functions avoid 3D physics calculations, which aren't
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m_Untranslated: "You now have everything you need to transform this scene
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interaction with objects, and introduce puzzles or challenges. Draw inspiration
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m_Untranslated: "<b>1.</b> Select the collectible object you've already
added to your scene. \n \t\nThis will be your template for the others.\n\n<b>2.</b>
Duplicate the collectible by pressing <b>Ctrl+D</b> (macOS: <b>Cmd+D</b>).
\n\nNothing will appear to happen, but a new duplicate object will appear
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collectibles, hold <b>Ctrl</b> (macOS: <b>Cmd</b>) while moving the duplicate.
\n\nThis action enables Unity's snapping feature, which helps to maintain
consistent spacing.\n\n<b>4.</b> Continue duplicating the collectible
and placing the copies throughout the room. \n\nArrange them in a manner
that encourages exploration and interaction, such as under furniture or
along a path that requires maneuvering around obstacles. You can scatter
them or line them up; they don't have to be perfect.\n\n<b>5.</b> Test
your level by playing through it, ensuring that all collectibles are accessible.\n\n<b>Note:</b>
Remember to save your scene."
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m_Untranslated: You probably noticed that your <b>Hierarchy</b> window is
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rugs, and a whole bunch of new collectibles. Take a moment to clean up
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m_Untranslated: "<b>1.</b> Select all pushable furniture objects in the
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keys. Right-click one of the selected objects and select <b>Create Empty
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and create an empty parent GameObject for them named \u201CCollectibles\u201D."
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