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Learning C# by Developing Games with Unity 3D Beginner's Guide

You're reading from   Learning C# by Developing Games with Unity 3D Beginner's Guide The beauty of this book is that it assumes absolutely no knowledge of coding at all. Starting from very first principles it will end up giving you an excellent grounding in the writing of C# code and scripts.

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Product type Paperback
Published in Sep 2013
Publisher Packt
ISBN-13 9781849696586
Length 292 pages
Edition 1st Edition
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Author (1):
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Terry Norton Terry Norton
Author Profile Icon Terry Norton
Terry Norton
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Table of Contents (16) Chapters Close

Preface 1. Discovering Your Hidden Scripting Skills FREE CHAPTER 2. Introducing the Building Blocks for Unity Scripts 3. Getting into the Details of Variables 4. Getting into the Details of Methods 5. Making Decisions in Code 6. Using Dot Syntax for Object Communication 7. Creating the Gameplay is Just a Part of the Game 8. Developing the State Machine 9. Start Building a Game and Get the Basic Structure Running 10. Moving Around, Collisions, and Keeping Score 11. Summarizing Your New Coding Skills A. Initial State Machine files B. Completed code files for Chapters 9 and 10 C. Pop Quiz Answers Index

Time for action – adding code to pause the game Scene


In BeginState, we're going to set timeScale to zero to pause the Scene. Then before switching to PlayState, we'll set it back to normal speed. Perform the following steps:

  1. Modify BeginState in two places as shown in the next screenshot.

  2. Save the file.

What just happened?

An analysis of the code shown in the preceding screenshot is as follows: On the BeginState class

Line 14: Time.timeScale = 0;

  • This line makes time in the game to stop

Line 29: Time.timeScale = 1;

  • This sets the game speed back to normal when switching to PlayState

Click on Play again. Now the Cube GameObject is suspended in air. Click on the Press to Play button and everything is back to normal and you're in PlayState.

Notice how the button disappears when you change States. Once again, this shows the beauty of the State Machine. You don't have to use a bunch of if statements to make things appear or disappear. Each State determines the control you want and what shows on the...

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