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Learning C# by Developing Games with Unity

You're reading from   Learning C# by Developing Games with Unity Get to grips with coding in C# and build simple 3D games in Unity 2023 from the ground up

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Product type Paperback
Published in Nov 2022
Publisher Packt
ISBN-13 9781837636877
Length 466 pages
Edition 7th 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 (18) Chapters Close

Preface 1. Getting to Know Your Environment FREE CHAPTER 2. The Building Blocks of Programming 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. Specialized Collection Types and LINQ 12. Saving, Loading, and Serializing Data 13. Exploring Generics, Delegates, and Beyond 14. The Journey Continues 15. Pop Quiz Answers
16. Other Books You May Enjoy
17. Index

Adding jumps

Remember from the last chapter that Rigidbody components add simulated real-world physics to GameObjects, and Collider components interact with each other using Rigidbody objects.

Another great thing that we didn’t discuss in the previous chapter about using a Rigidbody component to control player movement is that we can easily add in different mechanics that rely on applied force, such as jumping. In this section, we’ll get our player jumping and write our first utility function.

A utility function is a class method that performs some kind of grunt work so that we don’t clutter up gameplay code—for instance, wanting to check whether the player capsule is touching the ground to jump.

Before that, you’ll need to get acquainted with a new data type called enumerations, which you’ll do in the following section.

Introducing enumerations

By definition, an enumeration type is a set, or collection, of...

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