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Getting Started with Unity 2018

You're reading from   Getting Started with Unity 2018 A Beginner's Guide to 2D and 3D game development with Unity

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Product type Paperback
Published in Mar 2018
Publisher Packt
ISBN-13 9781788830102
Length 336 pages
Edition 3rd Edition
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Author (1):
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Dr. Edward Lavieri Jr. Dr. Edward Lavieri Jr.
Author Profile Icon Dr. Edward Lavieri Jr.
Dr. Edward Lavieri Jr.
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Table of Contents (16) Chapters Close

Preface 1. Downloading and Installing Unity 2. The Unity Interface FREE CHAPTER 3. Designing the Game 4. Creating Our Terrain 5. Lights, Cameras, and Shadows 6. Creating and Importing 3D Objects for Our Game 7. Implementing Our Player Character 8. Implementing Our Non-Player Characters 9. Adding a Heads-Up Display 10. Scripting Our Points System 11. Scripting Victory and Defeat 12. Adding Audio and Visual Effects to Our Game 13. Optimizing Our Game for Deployment 14. Virtual Reality 15. Other Books You May Enjoy

Fine-tuning our character


Now that the Cucumber Man is in our game, we can start experimenting with the character to ensure it looks and behaves the way we want. In this section, we will look at the following refinements to our Cucumber Man:

  • Motor controls
  • Scale
  • Capsule Collider
  • Input controls

Fine-tuning the motor controls

You can put the game into game-mode and use the keyboard inputs detailed in the previous section to experiment with the Cucumber Man's movements. One of the things you might have noticed is that the player character does not seem to move very fast. Of course, this is relative to the size of our terrain and the character's size. Let's look at how to increase the speed of our character by reviewing the associated script.

The following code snippet is from the PlayerMotor.cs script that you imported with the Cucumber Man. This snippet is the first part of the script, not the entire script. As you can see, there are variables for JumpPower, MoveSpeed, and RunSpeed. Those variables...

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