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Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
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Author (1):
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Ryan Henson Creighton Ryan Henson Creighton
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Ryan Henson Creighton
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Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! FREE CHAPTER 2. Let's Start with the Sky 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

Time for action – I like to move it move it


In the case of our bouncer GameObject, we'll set up three keyframes: one for the up position, one for the down position, and a third to bring it back to the top of the bounce.

  1. Click on the red X cone in the Scene view's axis gizmo to view the level from the side.

  2. In the Animation view, enter an initial value of -0.5 for the Position.y value of bouncer. A little diamond-shaped keyframe symbol appears on frame 1 at the top of the Animation view. This means that Unity is remembering the position, rotation, or scale of the GameObject on that frame. The colored diamond next to any given value means that Unity is storing a value on this frame for that specific parameter.

  3. Click-and-drag the vertical red line (not the keyframe diamond) to frame 10, or enter the number 10 into the frame field at the top of the Animation window (next to the playback controls). It's very important not to mistake frame 10 with the 10:00 second mark!

  4. On frame 10, punch in a Position...

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