I’m in the planning stages of creating a Unity 2D game. I’ve worked as a Flash/AS3/iOS/Obj-c game developer for many years so my mindset is how Flash does things (I used Sparrow in iOS which is similar to Flash).
The game I want to create will be a 2D, side on platform game, similar technically to Broforce. So I need the following…
Scrolling
Destructible tiles
Ideally procedurally created map creation
Even though I come from a Flash background, I pretty much just used it to house the assets (the library), the same with Xcode, and then everything was set up via code which is how ideally I want to do things in Unity. One of the things I don’t get with Unity is how you are meant to create everything in the scene, which to me is like setting up your entire game on the stage with Flash. But most games require you to create and destroy at runtime, and it’s unclear to me right now how you do that in Unity. So onto the questions (I’ve been researching and googling all of this for a week now these are the things I’m still not sure on).
- In Flash to bring a monster (which would be a movieclip type say) onto the stage from the library (assets in Unity I presume) you would do myMonster = new monsterType(); stage.addChild(myMonster), with “monsterType” being the export name for the monster in the library, simple but how do I do the same thing in Unity?
- What’s the name of the stage in Unity? Is there some kind of display list which you add/remove game elements too?
- What’s the equivalent of a movieclip in Unity? (a game element which can contain graphics/animation and has x,y, and rotation values) a GameObject?
- When it comes to scrolling I would to create all the tiles that should be currently visible, with the next row/column also created offscreen, and then when the player scrolls, tiles are removed and brought on according to the direction the character moves. That’s the classic approach to tiled scrolling which keeps the number of tiles on screen to a minimum. Is this a good approach in Unity? or is it better to just dump all your tiles for level on the scene in one go? although this latter approach wouldn’t work for endless runners.
- Regarding the destructible tiles, would I add a 2D collider object to each tile when they are created in the first place? or use my own collision check (simple grid/bounding box stuff) and if there’s a collision then at that point attach the collider? ( would also have to add colliders to any tiles that were effect in any way by the initial tile being collided with).
- I want to do most things with scripts (I prefer a singleton approach), but what’s the most basic way to set that up? do you add all your scripts to your camera? or do you create a blank game object and add your scripts to that?
- What’s the difference between a Prefab and a GameObject? in Flash you have 2 main visual types, a Sprite and a MovieClip. A Sprite is more or less a container but it can also have it’s own visual. A movieclip does everything a Sprite can but can also contain animation. Is that the same for a Prefab and a Game Object?
- I created a simple 2 frame .gif animation and brought it into the assets of Unity. I then went to the inspector and changed it to Sprite, and multiple etc, but in the Sprite editor it only displayed 1 frame? there were no 2 frames to split.
- Also with the same .gif animation. To attach it to a game object, I had to make it single image, but when I dragged it to the scene it was huge. I wasn’t sure if I should then scale the image down with it’s scaling values in the inspector, or zoom the 2d camera out? the image itself is tiny, 18x21 px.
Thanks for anyone taking the time to answer any of the above questions! ![]()

