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Mastering Unity 2017 Game Development with C#

You're reading from   Mastering Unity 2017 Game Development with C# Create professional games with solid gameplay features and professional-grade workflow

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Product type Paperback
Published in Oct 2017
Publisher
ISBN-13 9781788479837
Length 568 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 (9) Chapters Close

Preface 1. Preparation and Asset Configuring 2. Level Design and Structure FREE CHAPTER 3. Player Controls - Movement 4. Player Controls - Typing and Health 5. Enemies and Artificial Intelligence 6. Project Management and Version Control 7. Persistent Data - Load and Save Game States 8. Performance, Optimization, Mobiles, and More

Creating player waypoints

The remainder of this chapter focuses on creating the first input type, namely, player movement. The second type is explored in the next chapter. In building movement functionality, we'll bring together many Unity features operating harmoniously, including animation, Mecanim, scripting, and others. We'll start by creating empty objects (empties) in the scene, representing important locations for the camera to stop on its journey from the beginning of the level to the end. These are locations of attack and ambush; where zombies approach for combat. When a combat sequence is completed (by killing all zombies), the camera is free to move forward at the player's prompting. To create waypoints, create an empty object for each stopping point, and then parent all of those to a single object for organization. I have created five stopping points...

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