In the last chapter, we set up what will become the core of our gameplay. The player has the ability to send input to the device, and we will handle this by manipulating the player character GameObject. We also set up some game logic so that the player character can interact with positive and negative world objects, such as
Obstacles. To further develop the sense of a complete game, we need to create the pieces of the game world that represent a floor that the player will run on.
To create these pieces, we will create a Unity
EditorWindow class that will help us create grids that will represent the ground the player runs on and the dirt below it. Traditionally, you would have to place each ...