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Getting Started with Unity 2018

You're reading from   Getting Started with Unity 2018 A Beginner's Guide to 2D and 3D game development with Unity

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Product type Paperback
Published in Mar 2018
Publisher Packt
ISBN-13 9781788830102
Length 336 pages
Edition 3rd Edition
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Author (1):
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Dr. Edward Lavieri Jr. Dr. Edward Lavieri Jr.
Author Profile Icon Dr. Edward Lavieri Jr.
Dr. Edward Lavieri Jr.
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Table of Contents (16) Chapters Close

Preface 1. Downloading and Installing Unity FREE CHAPTER 2. The Unity Interface 3. Designing the Game 4. Creating Our Terrain 5. Lights, Cameras, and Shadows 6. Creating and Importing 3D Objects for Our Game 7. Implementing Our Player Character 8. Implementing Our Non-Player Characters 9. Adding a Heads-Up Display 10. Scripting Our Points System 11. Scripting Victory and Defeat 12. Adding Audio and Visual Effects to Our Game 13. Optimizing Our Game for Deployment 14. Virtual Reality 15. Other Books You May Enjoy

Working with Unity's standard asset package

The game character, the player character, the user-controlled player—these are all terms that are used to refer to our game's main character, the Cucumber Man, which the human player will control. In Unity, we refer to this as the player character. In order to have a player character, we need a controller. In our case, we will use a third-person controller. A third-person controller is a framework used to control a character from the perspective of a third-person camera.

The Unity standard asset package includes a ThirdPersonController asset package. The package, as you can see in the following screenshot, contains Animation, Materials, Models, Scripts, Textures, and Prefabs:

This section demonstrates how to use a character created by Unity. It will not be incorporated into the Cucumber Beetle game. By going...

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