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Mastering Unity 2017 Game Development with C#

You're reading from   Mastering Unity 2017 Game Development with C# Create professional games with solid gameplay features and professional-grade workflow

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Product type Paperback
Published in Oct 2017
Publisher
ISBN-13 9781788479837
Length 568 pages
Edition 2nd Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (9) Chapters Close

Preface 1. Preparation and Asset Configuring 2. Level Design and Structure FREE CHAPTER 3. Player Controls - Movement 4. Player Controls - Typing and Health 5. Enemies and Artificial Intelligence 6. Project Management and Version Control 7. Persistent Data - Load and Save Game States 8. Performance, Optimization, Mobiles, and More

Animating the camera

Dead Keys needs a first-person camera that's effectively on rails. The camera must slowly follow a predetermined path through the scene; its staggered movement from one location to the next is a sign of player progress. So far, a set of specific waypoints have been created (in the previous section), defining locations the camera stops at on its journey to engage with the oncoming zombies.

To create this motion for the camera, multiple animations must be created, one for each journey between waypoints (one for A to B, another for B to C, then another for D to E, and so on). Before creating the animations, however, it's important to structure your object hierarchy for the camera, as needed. Changes to your object hierarchy after creating an animation can invalidate how the animation works. I've used several empty objects nested in parent-child...

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