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2D Unity Game Jam Template

This is a project template for getting up-and-running quickly for game jams. It is configured for creating 2D games in Unity. Included are a bunch of common plugins, code and prefabs I use, a main menu and pause functionality, and some UI SFX. This is to save on overhead that would otherwise occur during the jam, setting up a new project and copying over any specific library code from other games.

The code included is all focused on automation and making code easier to write, it does not "pre-code" any features or mechanics (beyond menus).

Contents

The project currently includes:

Plugins

  • Zenject
  • NotNullAttribute
    • A C# attribute for marking Serialized properties in the Unity inspector as required.
    • A console error is logged, and the game is prevented from running at all (not just when your GameObject enters the scene) whenever any "Not Null" fields are null.
    • Very useful for reducing errors in the Unity Editor, especially for non-programmer contributors.

Scripts

  • A small Easing library
    • Written by me, for adding juice to your game.
  • A bunch of utility extension methods
    • Vector extensions for fluently manipulating vectors
    • Texture extensions for performing common operations on textures
    • Rigidbody extensions for performing common physics operations on Rigidbodies and their attached colliders
  • A small Debug Drawing library
    • For drawing dots, lines etc. on the screen
  • PathStack
    • Class for easily working with FileSystem paths
    • Removes need for string operations, references to "Path separator" constants, etc.
  • PointService
    • A service for easily generating points in games
  • ThreadedCoroutine singleton
    • A singleton for easily offloading work to REAL background threads
    • Reminder: You cannot do any operations on Unity objects from a background thread
  • MasterInstaller
    • An "Installer" instance for Zenject that wires up a few simple concepts
    • Sets up Singleton reference to ThreadedCoroutine
    • Has some quick dependency injection hooks for injecting sibling components, instead of calling GetComponent<T>() all the time

Prefabs

  • _SceneContext
    • An object to add to your scene to pre-configure Zenject stuff

Audio

Scenes

  • Game.unity
    • Basic scene set up and ready to go for development, contains a _SceneContext instance and things.
  • Main Menu.unity
    • A sample Menu for playing your game. Has a screen for displaying a simple list of credits, and an "Exit" option.

Folder Structure

The project has the following structure:

  Assets/
  ├─── Audio/
  │    # files and music
  │
  ├─── Fonts/
  │    # Custom fonts
  │
  ├─── Materials/
  │    # Physics or Visual materials
  │
  ├─── Images/
  │    # Image assets, textures, etc.
  │
  ├─── Plugins/
  │    # Any kind of addon to Unity
  │
  ├─── Prefabs/
  │    # Prefabs
  │
  ├─── Scenes/
  │    # Scenes
  │
  └─┬─ Scripts/
    │  # Your code
    │
    ├─── Components/
    │    # Scripts for extending the functionality of GameObjects#   e.g. "PlayerHoldable" etc.
    │
    ├─── Config
    │    # Configuration scripts e.g. Zenject Installers, Constants
    │
    ├─── Entities
    │    # Scripts specific to certain objects in your game#   e.g. "PlayerController", etc.
    │
    ├─── Singletons
    │    # Singleton objects
    │
    └─── Util
         # All sorts of raw coding logic that exists as
         #   a utility for other code