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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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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

Using Collider triggers

By default, colliders are set with the isTrigger property unchecked, meaning that the physics system treats them as solid objects. However, in some cases, you'll want to be able to pass through a Collider component without it stopping your GameObject. This is where triggers come in. With isTrigger checked, a GameObject can pass through it, but the Collider will send out the OnTriggerEnter, OnTriggerExit, and OnTriggerStay notifications.

Triggers are most useful when you need to detect when a GameObject enters a certain area or passes a certain point. We'll use this to set up the areas around our enemies; if the player walks into the trigger zone, the enemies will be alerted, and, later on, attack the player. For now, you're going to focus just on the enemy logic in the following challenge.

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