Click logo to view BlueOwlRock main page.

GIMP to Unity

Bouncing in a Computer Game

We Learn the Basics For

  • The Unity Game Engine
  • Importing images as sprites.
  • Setting physical properties.
  • Building Unity animations.
  • Coding to create controllers.

To Bounce Project Outline



Step 1: Create new Unity Project.



Step 2: Import Assets.

Recommended Viewing

key words and key concepts:
change layout, video editing, properties tab, import video, view file thumbnails, sequence editor, panning, audio frame rate, video frame rate, fps, set end frame (e over timeline), scanning (scrubbing), using proxy video, proxy view size, start frame, add marker, jump to marker, k to cut, x to delete, shift click, g to move, formats, audio codec, set resolution, render, export



Step 3: Background

  • Set up background sprite as game object.
  • Adjust sprite import pixels per unit.
  • In game view set display settings.
  • Move window displays to taste.
  • Set sprite game object color and scale.


Step 4: Player

  • Set up ball sprite as game object.
  • Adjust sprite import pixels per unit.
  • Set order in layer.
  • In scene view set scale and location.
  • Set sprite game object color and scale.

Recommended Viewing

key words and key concepts:
angled video, aspect ratio, Blender default screen, delete object, cycles render, position camera, align camera to view, render settings, presets, resolution, images as planes, user preferences, add ons, shadeless, add file, thumbnails, video as planes, view-port shading, texture, RZ to rotate along Z axis, select camera in camera view, outliner tab, Tab to edit/object mode, A to select/deselect all, GX to move along X axis, stretch video, move vertices, frame rate, fps, output, file location and name, video

Recommended Viewing

key words and key concepts:
transitions, wipes, layout, add movie, sounds property, moving clips, overlap, select, add to selection, add effect strip, wipe, zoom preview, clip properties, wipe angles, blur width, barn doors, iris, clock



Step 5: Drop the Ball

  • Play to Test.
  • Add rigid bodies and colliders (2D!).
  • Add platforms.
  • More colliders.
  • Play to Test.


Step 6: More Platforms and Walls



Step 7: Triggers and Code

Step 8: Animated Flipper

Step 9: Flipper Animator

Step 10: Flipper Controller

To Bounce Project Outline