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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 Rigidbody component

You'll need to access and store the Rigidbody component on our player capsule before modifying it:

  1. Update PlayerBehavior with the following changes:
 public class PlayerBehavior : MonoBehaviour 
{
public float moveSpeed = 10f;
public float rotateSpeed = 75f;

private float vInput;
private float hInput;

// 1
private Rigidbody _rb;

// 2
void Start()
{
// 3
_rb = GetComponent<Rigidbody>();
}

void Update()
{
vInput = Input.GetAxis("Vertical") * moveSpeed;
hInput = Input.GetAxis("Horizontal") * rotateSpeed;


/* 4
this.transform.Translate(Vector3.forward * vInput *
Time.deltaTime);
this.transform.Rotate(Vector3.up * hInput * Time.deltaTime);
*/
}

}

Here's a breakdown of the preceding code:

  1. Adds a private Rigidbody-type variable that will contain the capsule's Rigidbody component information...
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