I want to test my game in real time now to see how it looks and feels, to do so is very simple!

File>Build Settings>Build

Here there are a few things you can do under Player Settings. Name your Company and Product name, etc. You can also set the game to Fullscreen Window, or Exclusively Fullscreen.

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We want to be able to escape our game from full screen by just hitting the Escape Key. This is very simple, I will go into my Game Manager which I have made to control the functionality

In my game manager script under void Update I will put in input for hitting the escape key with an if statement, to quit the application if I hit the escape key. Easy!

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Sound is what truly brings your game together. I am going to quickly show you how to get an audio clip in your game. For my game, I am going to add my Background music and put it into an endless loop.

I have created 2 empty game objects to stay organized, one will manage all of my Audio, and then I parented the Background which will hold the music. All I need to do now is add the “Audio Source” Component to the Background game object and then drag my music clip into the Audio Clip section. I also need to check off Loop so it keeps playing, and make sure Play On Awake is checked off as well so it plays right when I start the game.

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A much simpler way of implementing a system for our powerups is with switch statements.

Switch statements let you switch through variables, which will be our powerupID variable we made.

case will check with powerupID is getting called for. within the case goes our logic, which in this instance will be our triple shot being active, which is called from our player script. To end the logic, we use break to end the current case.

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There is an easy way to keep all of your powerups organized in your code.

In my Powerup Script, I will make a variable to ID my powerups with some pseudo code to keep it more organized and so a game designer would have a reference point.

Now with some if statements I can determine when a Powerup should be activated.

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