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Unity 3.x Game Development Essentials

You're reading from   Unity 3.x Game Development Essentials If you have an idea for a game but lack the skills to create it, this book is the perfect introduction. There‚Äôs lots of handholding through all the essentials, culminating in the building of a full 3D game.

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Product type Paperback
Published in Dec 2011
Publisher Packt
ISBN-13 9781849691444
Length 488 pages
Edition 1st Edition
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Author (1):
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Will Goldstone Will Goldstone
Author Profile Icon Will Goldstone
Will Goldstone
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Table of Contents (21) Chapters Close

Unity 3.x Game Development Essentials
Credits
Foreword
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Enter the Third Dimension 2. Prototyping and Scripting Basics FREE CHAPTER 3. Creating the Environment 4. Player Characters and Further Scripting 5. Interactions 6. Collection, Inventory, and HUD 7. Instantiation and Rigidbodies 8. Particle Systems 9. Designing Menus 10. Animation Basics 11. Performance Tweaks and Finishing Touches 12. Building and Sharing 13. Testing and Further Study Index

Deconstructing the First Person Controller object


Let's begin by looking at the objects that make up our First Person Controller (FPC) before we look into the components that make it work.

Click on the gray arrow to the left of First Person Controller in the Hierarchy in order to reveal the objects nested underneath. When objects are nested in this way, we say that there is a parent-child relationship. In this example, First Person Controller is the parent, while Graphics and Main Camera are its child objects. In the Hierarchy, child objects are indented to show their parenting, as shown in the following image:

Parent-child issues

When considering nested or child objects, you should note that there are some key rules to remember. As discussed in the first chapter, parent-child relationships are important in complex objects that contain a hierarchy. In the case of the FPC they are particularly pertinent as wherever the parent object moves and rotates, the child objects—most importantly...

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