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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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Toc

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

Time for action – accessing the current transform component

Since LearningCurve is already attached to the Main Camera, let's grab the Transform component from the Main Camera and store it in a public variable:

  1. Add a new public Transform type variable, called camTransform, to LearningCurve:
       private Transform camTransform;
  1. Initialize camTransform in Start using the GetComponent method from the GameObject class:
    • Use the this keyword, since LearningCurve is attached to the same GameObject component as the Transform component.
  1. Access and debug the localPosition property of camTransform using dot notation:
 void Start()
{
camTransform
= this.GetComponent<Transform>();
Debug.Log(camTransform.localPosition);

}

We've added an uninitialized private Transform variable at the top of LearningCurve and initialized it using the GetComponent method inside Start. GetComponent finds the Transform component attached to this...

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