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Unity 2018 By Example

You're reading from   Unity 2018 By Example Learn about game and virtual reality development by creating five engaging projects

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Product type Paperback
Published in Jul 2018
Publisher
ISBN-13 9781788398701
Length 484 pages
Edition 2nd Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (14) Chapters Close

Preface 1. Unity Fundamentals FREE CHAPTER 2. Creating a Collection Game 3. Creating a Space Shooter 4. Continuing the Space Shooter 5. Creating a 2D Adventure Game 6. Continuing the 2D Adventure 7. Creating Artificial Intelligence 8. Continuing with Intelligent Enemies 9. Entering Virtual Reality 10. Completing the VR Game A. Test Your Knowledge Answers Other Books You May Enjoy Index

Player input


The Player object is now created in the scene, configured with both Rigidbody and Collider components. However, this object doesn't respond to player controls. In a twin-stick shooter, the player provides input on two axes and can typically shoot a weapon. This often means that keyboard WASD buttons guide player movements up, down, left, and right. In addition, mouse movement controls the direction in which the player is looking and aiming and the left mouse button typically fires a weapon. This is the control scheme required for our game. To implement this, we'll need to create a PlayerController script file. Right-click on the Scripts folder of the Project panel and create a new C# script file named PlayerController.cs. See Figure 3.16:

Figure 3.16: Creating a player controller C# script file

In the PlayerController.cs script file, the following code (as shown in Code Sample 3.1) should be featured. Comments follow this sample:

//------------------------------
using UnityEngine...
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