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Learning C# by Developing Games with Unity 5.x

You're reading from   Learning C# by Developing Games with Unity 5.x Develop your first interactive 2D platformer game by learning the fundamentals of C#

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Product type Paperback
Published in Mar 2016
Publisher Packt
ISBN-13 9781785287596
Length 230 pages
Edition 2nd Edition
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Table of Contents (15) Chapters Close

Preface 1. Discovering Your Hidden Scripting Skills and Getting Your Environment Ready FREE CHAPTER 2. Introducing the Building Blocks for Unity Scripts 3. Getting into the Details of Variables 4. Getting into the Details of Methods 5. Lists, Arrays, and Dictionaries 6. Loops 7. Object, a Container with Variables and Methods 8. Let's Make a Game! – From Idea to Development 9. Starting Your First Game 10. Writing GameManager 11. The Game Level 12. The User Interface 13. Collectables — What Next? Index

User input


The first and relatively simple functionality we can add is the ability to jump. We already have basic physics with gravity working on the Player game object. Before we can make our Player game object jump, we need to know when this should happen. The user always needs some sort of interface in order to interact with the game. On the PC and Mac, in most of cases, it will be the mouse or keyboard. On mobile devices, it will be the touchscreen.

Unity gives us a lot of out-of-the-box functions we can call to check whether user is trying to interact through any input.

As we are writing a standalone game, I think it best if we stick to the mouse control.

Please open the Unity Scripting Reference and search for Input. You can have a read through the documentation on the Input class of jump straight to the Input.GetMouseButtonDown public method. Read it thoroughly.

Input.GetMouseButtonDown returns true during the frame when the user pressed the given mouse button. According to the documentation...

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