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Learning C# by Developing Games with Unity 2020

You're reading from   Learning C# by Developing Games with Unity 2020 An enjoyable and intuitive approach to getting started with C# programming and Unity

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Product type Paperback
Published in Aug 2020
Publisher Packt
ISBN-13 9781800207806
Length 366 pages
Edition 5th Edition
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Author (1):
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Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
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Table of Contents (16) Chapters Close

Preface 1. Getting to Know Your Environment 2. The Building Blocks of Programming FREE CHAPTER 3. Diving into Variables, Types, and Methods 4. Control Flow and Collection Types 5. Working with Classes, Structs, and OOP 6. Getting Your Hands Dirty with Unity 7. Movement, Camera Controls, and Collisions 8. Scripting Game Mechanics 9. Basic AI and Enemy Behavior 10. Revisiting Types, Methods, and Classes 11. Introducing Stacks, Queues, and HashSets 12. Exploring Generics, Delegates, and Beyond 13. The Journey Continues 14. Pop Quiz Answers 15. Other Books You May Enjoy

Navigation components

The short answer is that Unity has spent a lot of time perfecting their navigation system and delivering components that we can use to govern how playable and non-playable characters can get around. Each of the following components comes standard with Unity and has complex features already built-in:

  • A NavMesh is essentially a map of the walkable surfaces in a given level; the NavMesh component itself is created from the level geometry in a process called baking. Baking a NavMesh into your level creates a unique project asset that holds the navigation data.
  • If NavMesh is the level map, then a NavMeshAgent is the moving piece on the board. Any object with a NavMeshAgent component attached will automatically avoid other agents or obstacles it comes into contact with. 
  • The navigation system needs to be aware of any moving or stationary objects in the level that could cause a NavMeshAgent to alter their route. Adding NavMeshObstacle...
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