Now that the new input system for Unity has been published it is safe to do tutorials on it without too much changing in future updates making our tutorials obsolete. For this lesson on how to use the new input system in Unity, we will show you how to set up and install the input system package using the package manager in Unity.
All you have to do is go to the Window drop-down menu and select . You will then need to select in which you can only see a few packages already installed in your project. Next, you need to select the package. Finally, click install. This will install the new Input System into your Unity project. Unity will have to restart in the process.
If you update to a 2020 version of Unity you may run into a problem where the Unity callable is not working. This error occurs when you were using collab in an old version and then update to the latest 2020 version. Unity has made some big changes to the collab system and so when you update to the latest version you also need to update the unity collab package version in the package manager window. this problem will display several errors in your console window which will prevent you from playing your game. to fix this error go to the services window and click on . this will open a new window for all the collab settings. It is here as well that you can the latest collab package version. once update the error will be gone and you be able to play your project again.
For this lesson on how to make 2048 in Unity we will be going over how to create and display a game over screen when there are no more spaces to move and blocks to combine. We will also make it so the players can restart when the receive a game over screen.
Unlock Code and Member Content
GameController2048.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class GameController2048 : MonoBehaviour
{
public static GameController2048 instance;
public static int ticker;
[SerializeField] GameObject fillPrefab;
[SerializeField] Cell2048[] allCells;
public static Action<string> slide;
public int myScore;
[SerializeField] Text scoreDisplay;
int isGameOver;
[SerializeField] GameObject gameOverPanel;
private void OnEnable()
{
if(instance == null)
{
instance = this;
}
}
// Start is called before the first frame update
void Start()
{
StartSpawnFill();
StartSpawnFill();
}
// Update is called once per frame
void Update()
{
if(Input.GetKeyDown(KeyCode.Space))
{
SpawnFill();
}
if(Input.GetKeyDown(KeyCode.W))
{
ticker = 0;
isGameOver = 0;
slide("w");
}
if (Input.GetKeyDown(KeyCode.D))
{
ticker = 0;
isGameOver = 0;
slide("d");
}
if (Input.GetKeyDown(KeyCode.S))
{
ticker = 0;
isGameOver = 0;
slide("s");
}
if (Input.GetKeyDown(KeyCode.A))
{
ticker = 0;
isGameOver = 0;
slide("a");
}
}
public void SpawnFill()
{
bool isFull = true;
for(int i = 0; i < allCells.Length; i++)
{
if(allCells[i].fill == null)
{
isFull = false;
}
}
if(isFull == true)
{
return;
}
int whichSpawn = UnityEngine.Random.Range(0, allCells.Length);
if(allCells[whichSpawn].transform.childCount != 0)
{
Debug.Log(allCells[whichSpawn].name + " is already filled");
SpawnFill();
return;
}
float chance = UnityEngine.Random.Range(0f, 1f);
Debug.Log(chance);
if(chance <.2f)
{
return;
}
else if(chance < .8f)
{
GameObject tempFill = Instantiate(fillPrefab, allCells[whichSpawn].transform);
Debug.Log(2);
Fill2048 tempFillComp = tempFill.GetComponent<Fill2048>();
allCells[whichSpawn].GetComponent<Cell2048>().fill = tempFillComp;
tempFillComp.FillValueUpdate(2);
}
else
{
GameObject tempFill = Instantiate(fillPrefab, allCells[whichSpawn].transform);
Debug.Log(4);
Fill2048 tempFillComp = tempFill.GetComponent<Fill2048>();
allCells[whichSpawn].GetComponent<Cell2048>().fill = tempFillComp;
tempFillComp.FillValueUpdate(4);
}
}
public void StartSpawnFill()
{
int whichSpawn = UnityEngine.Random.Range(0, allCells.Length);
if (allCells[whichSpawn].transform.childCount != 0)
{
Debug.Log(allCells[whichSpawn].name + " is already filled");
SpawnFill();
return;
}
GameObject tempFill = Instantiate(fillPrefab, allCells[whichSpawn].transform);
Debug.Log(2);
Fill2048 tempFillComp = tempFill.GetComponent<Fill2048>();
allCells[whichSpawn].GetComponent<Cell2048>().fill = tempFillComp;
tempFillComp.FillValueUpdate(2);
}
public void ScoreUpdate(int scoreIn)
{
myScore += scoreIn;
scoreDisplay.text = myScore.ToString();
}
public void GameOverCheck()
{
isGameOver++;
if(isGameOver >= 16)
{
gameOverPanel.SetActive(true);
}
}
public void Restart()
{
SceneManager.LoadScene(0);
}
}
Cell2048.cs
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Cell2048 : MonoBehaviour
{
public Cell2048 right;
public Cell2048 down;
public Cell2048 left;
public Cell2048 up;
public Fill2048 fill;
private void OnEnable()
{
GameController2048.slide += OnSlide;
}
private void OnDisable()
{
GameController2048.slide -= OnSlide;
}
private void OnSlide(string whatWasSent)
{
CellCheck();
Debug.Log(whatWasSent);
if(whatWasSent == "w")
{
if (up != null)
return;
Cell2048 currentCell = this;
SlideUp(currentCell);
}
if (whatWasSent == "d")
{
if (right != null)
return;
Cell2048 currentCell = this;
SlideRight(currentCell);
}
if (whatWasSent == "s")
{
if (down != null)
return;
Cell2048 currentCell = this;
SlideDown(currentCell);
}
if (whatWasSent == "a")
{
if (left != null)
return;
Cell2048 currentCell = this;
SlideLeft(currentCell);
}
GameController2048.ticker++;
if(GameController2048.ticker == 4)
{
GameController2048.instance.SpawnFill();
}
}
void SlideUp(Cell2048 currentCell)
{
if (currentCell.down == null)
return;
if (currentCell.fill != null)
{
Cell2048 nextCell = currentCell.down;
while (nextCell.down != null && nextCell.fill == null)
{
Debug.Log("Loop");
nextCell = nextCell.down;
}
if (nextCell.fill != null)
{
if (currentCell.fill.value == nextCell.fill.value)
{
nextCell.fill.Double();
nextCell.fill.transform.parent = currentCell.transform;
currentCell.fill = nextCell.fill;
nextCell.fill = null;
}
else if(currentCell.down.fill != nextCell.fill)
{
Debug.Log("!doubled");
nextCell.fill.transform.parent = currentCell.down.transform;
currentCell.down.fill = nextCell.fill;
nextCell.fill = null;
}
}
}
else
{
Cell2048 nextCell = currentCell.down;
while (nextCell.down != null && nextCell.fill == null)
{
Debug.Log("here");
nextCell = nextCell.down;
}
if (nextCell.fill != null)
{
nextCell.fill.transform.parent = currentCell.transform;
currentCell.fill = nextCell.fill;
nextCell.fill = null;
SlideUp(currentCell);
Debug.Log("Slide to Empty");
}
}
if (currentCell.down == null)
return;
SlideUp(currentCell.down);
}
void SlideRight(Cell2048 currentCell)
{
if (currentCell.left == null)
return;
if (currentCell.fill != null)
{
Cell2048 nextCell = currentCell.left;
while (nextCell.left != null && nextCell.fill == null)
{
Debug.Log("Loop");
nextCell = nextCell.left;
}
if (nextCell.fill != null)
{
if (currentCell.fill.value == nextCell.fill.value)
{
nextCell.fill.Double();
nextCell.fill.transform.parent = currentCell.transform;
currentCell.fill = nextCell.fill;
nextCell.fill = null;
}
else if (currentCell.left.fill != nextCell.fill)
{
Debug.Log("!doubled");
nextCell.fill.transform.parent = currentCell.left.transform;
currentCell.left.fill = nextCell.fill;
nextCell.fill = null;
}
}
}
else
{
Cell2048 nextCell = currentCell.left;
while (nextCell.left != null && nextCell.fill == null)
{
Debug.Log("here");
nextCell = nextCell.left;
}
if (nextCell.fill != null)
{
nextCell.fill.transform.parent = currentCell.transform;
currentCell.fill = nextCell.fill;
nextCell.fill = null;
SlideRight(currentCell);
Debug.Log("Slide to Empty");
}
}
if (currentCell.left == null)
return;
SlideRight(currentCell.left);
}
void SlideDown(Cell2048 currentCell)
{
if (currentCell.up == null)
return;
if (currentCell.fill != null)
{
Cell2048 nextCell = currentCell.up;
while (nextCell.up != null && nextCell.fill == null)
{
Debug.Log("Loop");
nextCell = nextCell.up;
}
if (nextCell.fill != null)
{
if (currentCell.fill.value == nextCell.fill.value)
{
nextCell.fill.Double();
nextCell.fill.transform.parent = currentCell.transform;
currentCell.fill = nextCell.fill;
nextCell.fill = null;
}
else if (currentCell.up.fill != nextCell.fill)
{
Debug.Log("!doubled");
nextCell.fill.transform.parent = currentCell.up.transform;
currentCell.up.fill = nextCell.fill;
nextCell.fill = null;
}
}
}
else
{
Cell2048 nextCell = currentCell.up;
while (nextCell.up != null && nextCell.fill == null)
{
Debug.Log("here");
nextCell = nextCell.up;
}
if (nextCell.fill != null)
{
nextCell.fill.transform.parent = currentCell.transform;
currentCell.fill = nextCell.fill;
nextCell.fill = null;
SlideDown(currentCell);
Debug.Log("Slide to Empty");
}
}
if (currentCell.up == null)
return;
SlideDown(currentCell.up);
}
void SlideLeft(Cell2048 currentCell)
{
if (currentCell.right == null)
return;
if (currentCell.fill != null)
{
Cell2048 nextCell = currentCell.right;
while (nextCell.right != null && nextCell.fill == null)
{
Debug.Log("Loop");
nextCell = nextCell.right;
}
if (nextCell.fill != null)
{
if (currentCell.fill.value == nextCell.fill.value)
{
nextCell.fill.Double();
nextCell.fill.transform.parent = currentCell.transform;
currentCell.fill = nextCell.fill;
nextCell.fill = null;
}
else if (currentCell.right.fill != nextCell.fill)
{
Debug.Log("!doubled");
nextCell.fill.transform.parent = currentCell.right.transform;
currentCell.right.fill = nextCell.fill;
nextCell.fill = null;
}
}
}
else
{
Cell2048 nextCell = currentCell.right;
while (nextCell.right != null && nextCell.fill == null)
{
Debug.Log("here");
nextCell = nextCell.right;
}
if (nextCell.fill != null)
{
nextCell.fill.transform.parent = currentCell.transform;
currentCell.fill = nextCell.fill;
nextCell.fill = null;
SlideLeft(currentCell);
Debug.Log("Slide to Empty");
}
}
if (currentCell.right == null)
return;
SlideLeft(currentCell.right);
}
void CellCheck()
{
if (fill == null)
return;
if(up != null)
{
if (up.fill == null)
return;
if (up.fill.value == fill.value)
return;
}
if (right != null)
{
if (right.fill == null)
return;
if (right.fill.value == fill.value)
return;
}
if (down != null)
{
if (down.fill == null)
return;
if (down.fill.value == fill.value)
return;
}
if (left != null)
{
if (left.fill == null)
return;
if (left.fill.value == fill.value)
return;
}
Debug.Log("Check");
GameController2048.instance.GameOverCheck();
}
}
Fill2048.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Fill2048 : MonoBehaviour
{
public int value;
[SerializeField] Text valueDisplay;
[SerializeField] float speed;
bool hasCombine;
public void FillValueUpdate(int valueIn)
{
value = valueIn;
valueDisplay.text = value.ToString();
}
private void Update()
{
if(transform.localPosition != Vector3.zero)
{
hasCombine = false;
transform.localPosition = Vector3.MoveTowards(transform.localPosition, Vector3.zero, speed * Time.deltaTime);
}
else if(hasCombine == false)
{
if(transform.parent.GetChild(0) != this.transform)
{
Destroy(transform.parent.GetChild(0).gameObject);
}
hasCombine = true;
}
}
public void Double()
{
value *= 2;
GameController2048.instance.ScoreUpdate(value);
valueDisplay.text = value.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
}