Learning from Pokemon Unity Tutorial

August 8, 2019

Unity Pokemon Tutorial

Setup

Youtube – Lets Make… Pokemon in Unity! – Episode 1 – Basic Setup World/Character

By: BrainStorm Games

As a big fan of Pokemon, I wanted to finally jump into this tutorial just to learn from what it has to offer. It could be very helpful for any 2D projects, especially those that are more RPG-based, and I imagine a lot of concepts can be carried over to 3D projects as well.

I am especially interested to see:

  • How they perform the movement in a way that’s consistent and easy to control
  • Setup of the overall “Pokemon” class structure to deal with many different options of very similar creature objects
  • How they deal with encounters (and the implementation of randomness)
  • Connected to points 1 and 3, how they structure the overall class for encounter areas
Using Tiles

Sometimes tiles can have a line between them even though they are connected, but this is normally caused by anti-aliasing. This can be turned off in the quality settings in Unity. Newer versions (I’m using 2019.1.12 currently) seem to have that disable initally in 2D projects.

Since we’re using tiles that are generally positioned pretty precisely, I thought this would be a good time to use Progrids again. This is perfect for continously placing all these tiles in exact incrementally different locations right next to each other. It is a bit awkward that the tiles get placed onto the intersection points of the grid as opposed to filling in the nicely made grid squares, but that’s just an aesthetic pain. It functions perfectly for this.

You can also achieve a similar effect to Progrids just normally in Unity by holding [Ctrl] while clicking and dragging to move an object. This can move the object one unit at a time.