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Unity Game Development Scripting

You're reading from   Unity Game Development Scripting Write efficient C# scripts to create modular key game elements that are usable for any kind of Unity project

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Product type Paperback
Published in Dec 2014
Publisher
ISBN-13 9781783553631
Length 202 pages
Edition 1st Edition
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Author (1):
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Kyle D'Aoust Kyle D'Aoust
Author Profile Icon Kyle D'Aoust
Kyle D'Aoust
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Table of Contents (12) Chapters Close

Preface 1. Interactive Input FREE CHAPTER 2. GUI Time 3. Expandable Item Classes 4. Inventory 5. Enemy and Friendly AIs 6. Keeping Score 7. Creating Save and Load Systems 8. Aural Integration 9. Game Settings 10. Putting It All Together Index

Chapter 1. Interactive Input

Before we start creating our game, it is a good idea to figure out our controls. We'll create a script that will hold our inputs, and create control profiles for both the keyboard/mouse as well as the Xbox 360 Controller. Then, we'll add functionalities to be able to switch between the profiles and customize them as well. Control configurations like these are a key element to games, especially PC games.

In this chapter, we will cover the following topics:

  • Creating controls for the Xbox 360 Controller
  • Creating controls for a keyboard
  • Writing a function to detect whether our controller device is plugged in
  • Customizing our controls
  • Letting players switch controls
  • Switching controls with Graphical User Interface (GUI) buttons
  • Resetting controls back to factory settings
You have been reading a chapter from
Unity Game Development Scripting
Published in: Dec 2014
Publisher:
ISBN-13: 9781783553631
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