I created many of the basic game mechanics of the game Among us in less than 24 hours with Unity. This is the first video of our tutorial series on how to create the viral video game Among Us. We will show you how to create your own version of Among Us. We will go through the game mechanics and create Among us from the ground up.
This series on how to create Among us in Unity will be one of the complete and extensive game series we have done so far. We will teach you how to create the game, the chat system, and multiplayer gameplay with Photon PUN 2.
In this lesson on how to make StackColor in Unity, we will be showing you how to create the score multiplying platforms that come after the finish line.
Unlock Code and Member Content
Multiplier.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Multiplier : MonoBehaviour
{
[SerializeField] float multiplierValue;
[SerializeField] Color multiplierColor;
[SerializeField] Renderer[] myRends;
void Start()
{
SetColor();
}
private void OnCollisionEnter(Collision collision)
{
Debug.Log(collision.gameObject.name + " hit");
if(collision.transform.tag == "Pickup")
{
GameControllerStackColor.instance.UpdateMultiplier(multiplierValue);
}
}
void SetColor()
{
for (int i = 0; i < myRends.Length; i++)
{
myRends[i].material.SetColor("_Color", multiplierColor);
}
}
}
GameControllerStackColor.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameControllerStackColor : MonoBehaviour
{
public static GameControllerStackColor instance;
[SerializeField] Text scoreDisplay;
int score;
float multiplierValue;
[SerializeField] int nextSceneIndex;
private void OnEnable()
{
if (instance == null)
instance = this;
}
private void Update()
{
if(Input.GetKeyDown(KeyCode.Escape))
{
SceneManager.LoadScene(0);
}
if(Input.GetKeyDown(KeyCode.Space))
{
SceneManager.LoadScene(nextSceneIndex);
}
}
public void UpdateScore(int valueIn)
{
score += valueIn;
scoreDisplay.text = score.ToString();
}
public void UpdateMultiplier(float valueIn)
{
if (valueIn <= multiplierValue)
return;
multiplierValue = valueIn;
scoreDisplay.text = (score * multiplierValue).ToString();
}
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
#region Setup
[SerializeField] GameObject joinChatButton;
ChatClient chatClient;
bool isConnected;
[SerializeField] string username;
public void UsernameOnValueChange(string valueIn)
{
username = valueIn;
}
public void ChatConnectOnClick()
{
isConnected = true;
chatClient = new ChatClient(this);
//chatClient.ChatRegion = "US";
chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
Debug.Log("Connenting");
}
#endregion Setup
#region General
[SerializeField] GameObject chatPanel;
string privateReceiver = "";
string currentChat;
[SerializeField] InputField chatField;
[SerializeField] Text chatDisplay;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (isConnected)
{
chatClient.Service();
}
if (chatField.text != "" && Input.GetKey(KeyCode.Return))
{
SubmitPublicChatOnClick();
SubmitPrivateChatOnClick();
}
}
#endregion General
#region PublicChat
public void SubmitPublicChatOnClick()
{
if (privateReceiver == "")
{
chatClient.PublishMessage("RegionChannel", currentChat);
chatField.text = "";
currentChat = "";
}
}
public void TypeChatOnValueChange(string valueIn)
{
currentChat = valueIn;
}
#endregion PublicChat
#region PrivateChat
public void ReceiverOnValueChange(string valueIn)
{
privateReceiver = valueIn;
}
public void SubmitPrivateChatOnClick()
{
if (privateReceiver != "")
{
chatClient.SendPrivateMessage(privateReceiver, currentChat);
chatField.text = "";
currentChat = "";
}
}
#endregion PrivateChat
#region Callbacks
public void DebugReturn(DebugLevel level, string message)
{
//throw new System.NotImplementedException();
}
public void OnChatStateChange(ChatState state)
{
if(state == ChatState.Uninitialized)
{
isConnected = false;
joinChatButton.SetActive(true);
chatPanel.SetActive(false);
}
}
public void OnConnected()
{
Debug.Log("Connected");
joinChatButton.SetActive(false);
chatClient.Subscribe(new string[] { "RegionChannel" });
}
public void OnDisconnected()
{
isConnected = false;
joinChatButton.SetActive(true);
chatPanel.SetActive(false);
}
public void OnGetMessages(string channelName, string[] senders, object[] messages)
{
string msgs = "";
for (int i = 0; i < senders.Length; i++)
{
msgs = string.Format("{0}: {1}", senders[i], messages[i]);
chatDisplay.text += "\n" + msgs;
Debug.Log(msgs);
}
}
public void OnPrivateMessage(string sender, object message, string channelName)
{
string msgs = "";
msgs = string.Format("(Private) {0}: {1}", sender, message);
chatDisplay.text += "\n " + msgs;
Debug.Log(msgs);
}
public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
{
throw new System.NotImplementedException();
}
public void OnSubscribed(string[] channels, bool[] results)
{
chatPanel.SetActive(true);
}
public void OnUnsubscribed(string[] channels)
{
throw new System.NotImplementedException();
}
public void OnUserSubscribed(string channel, string user)
{
throw new System.NotImplementedException();
}
public void OnUserUnsubscribed(string channel, string user)
{
throw new System.NotImplementedException();
}
#endregion Callbacks
}