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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

Curves and tangents

In addition to animating an object property, Unity lets us manage how the animation plays out over time with animation curves. So far, we've been in Dopesheet mode, which you can change at the bottom of the Animation window. If you click onto the Curves view (pictured in the following screenshot), you'll see a different graph with accent points in place of our recorded keyframes. We want the spinning animation to be smooth—what we call linear—so we'll leave everything as is. However, speeding up, slowing down, or altering the animation at any point in its run can be done by dragging or adjusting the points on the curve graph:

With animation curves handling how properties act over time, we still need a way to fix the stutter that occurs every time the Health_Pickup animation repeats. For that, we need to change the animation's Tangent, which manages how keyframes blend from one into another. These options can be accessed by right-clicking...

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