Discover some basic programming terms and logic concepts, including some that are unique to Unity.

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This is the first of a three-part tutorial on creating an Asteroids-like game. This part will teach you how to set up a player that can move using the physics system and fire lasers and how to set up destroyable asteroids in your scene.

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In this module you'll learn how to make a sports minigame that requires you to make as many baskets as possible before the timer runs out.

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We still need to implement the arrow effects, so we position the arrows and tie them to user input so they light up as the player moves around.

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We create a power-up object for pickup by the player and set up collision detection for it. We also create a function to handle the power-up in the player's Fire script.

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Using custom art assets, you'll be able to give you bag system a unique look.

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We'll give the player the ability to zoom a camera in and out when it occupies the full screen. We'll restrict the max and min zoom levels, and tie in a GUI.Label to simulate a camera focal length readout.

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In this chapter we locate and map all the powerups in the scene within the radar using the same techniques as we did for mapping enemies and the player.

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We position the lives counter plane objects based on current player lives, giving an accurate readout for the player.

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We need to set up collision between the spaceship and the asteroids and tie in explosions by adding colliders and using OnCollisionEnter functions.

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