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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

Understanding vectors

Now that we have a player capsule and camera set up, we can start looking at how to move and rotate a GameObject using its Transform component. The Translate and Rotate methods are part of the Transform class that Unity provides, and each needs a vector parameter to perform its given function.

In Unity, vectors are used to hold position and direction data in 2D and 3D spaces, which is why they come in two varieties—Vector2 and Vector3. These can be used like any other variable type we've seen; they just hold different information. Since our game is in 3D, we'll be using Vector3 objects, which means we'll need to construct them using x, y, and z values. For 2D vectors, only the x and y positions are required. Remember, the most up-to-date orientation in your 3D scene will be displayed in the upper-right graphic that we discussed in the previous chapter, Chapter 6, Getting Your Hands Dirty with Unity:

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