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Unity 2020 By Example

You're reading from   Unity 2020 By Example A project-based guide to building 2D, 3D, augmented reality, and virtual reality games from scratch

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Product type Paperback
Published in Sep 2020
Publisher Packt
ISBN-13 9781800203389
Length 676 pages
Edition 3rd Edition
Languages
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Author (1):
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Robert Wells Robert Wells
Author Profile Icon Robert Wells
Robert Wells
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Table of Contents (16) Chapters Close

Preface 1. Chapter 1: Exploring the Fundamentals of Unity 2. Chapter 2: Creating a Collection Game FREE CHAPTER 3. Chapter 3: Creating a Space Shooter 4. Chapter 4: Continuing the Space Shooter Game 5. Chapter 5: Creating a 2D Adventure Game 6. Chapter 6: Continuing the 2D Adventure 7. Chapter 7: Completing the 2D Adventure 8. Chapter 8: Creating Artificial Intelligence 9. Chapter 9: Continuing with Intelligent Enemies 10. Chapter 10: Evolving AI Using ML-Agents 11. Chapter 11: Entering Virtual Reality 12. Chapter 12: Completing the VR Game 13. Chapter 13: Creating an Augmented Reality Game Using AR Foundation 14. Chapter 14: Completing the AR Game with the Universal Render Pipeline 15. Other Books You May Enjoy

Moving the player

The game, as it currently stands, features an environment with collision data and a multipart player object that interacts and responds to this environment. The player, however, cannot yet be controlled. We'll correct this situation now as we explore controller functionality further by writing and implementing a player control script.

Writing the movement script

The user will have two main input mechanics; namely, movement (walking left and right) and jumping. This input will be read using CrossPlatformInputManager, which is a native Unity package that was imported during the project creation phase. Let's take a look:

  1. Open the Assets | Standard Assets | CrossPlatformInput | Prefabs folder and drag and drop the MobileTiltControlRig prefab into the scene. This prefab lets you read input data across a range of devices, mapping directly to the horizontal and vertical axes that we've already seen in previous chapters.
  2. Create a new C# script...
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