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Unity 5.x By Example

You're reading from   Unity 5.x By Example An example-based practical guide to get you up and running with Unity 5.x

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Product type Paperback
Published in Mar 2016
Publisher Packt
ISBN-13 9781785888380
Length 402 pages
Edition 1st 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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Toc

Table of Contents (10) Chapters Close

Preface 1. The Coin Collection Game – Part 1 FREE CHAPTER 2. Project A – the Collection Game Continued 3. Project B – the Space Shooter 4. Continuing the Space Shooter 5. Project C – a 2D Adventure 6. Continuing the 2D Adventure 7. Project D – Intelligent Enemies 8. Continuing with Intelligent Enemies Index

Player input


The Player object is now created in the scene, configured with both Rigidbody and Collider components. However, this object doesn't respond to player controls. In a twin-stick shooter, the player provides input on two axes and can typically shoot a weapon. This often means that keyboard WASD buttons guide player movements up, down, left, and right. In addition, mouse movement controls the direction in which the player is looking and aiming and the left mouse button typically fires a weapon. This is the control scheme required for our game. To implement this, we'll need to create a PlayerController script file. Right-click on the Scripts folder of the Project panel and create a new C# script file named PlayerController.cs. See Figure 3.16:

Figure 3.16: Creating a player controller C# script file

In the PlayerController.cs script file, the following code (as shown in Code Sample 3.1) should be featured. Comments follow this sample:

//------------------------------
using UnityEngine...
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