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Mastering Unity 5.x

You're reading from   Mastering Unity 5.x Create amazing games with brilliant game play features using Unity 5.x

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Product type Paperback
Published in Jan 2017
Publisher Packt
ISBN-13 9781785880742
Length 592 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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Table of Contents (9) Chapters Close

Preface 1. Preparation and Asset-Configuring FREE CHAPTER 2. Level Design and Structure 3. Player Controls - Movement 4. Player Controls - Typing and Health 5. Enemies and Artificial Intelligence 6. Project Management and Version Control 7. Persistent Data - Load and Save Game States 8. Performance, Optimization, Mobiles, and More

Animating the camera


Dead Keys needs a first-person camera that's effectively on rails. The camera must slowly follow a pre determined path through the scene; its staggered movement from one location to the next is a sign of player progress. So far, a set of specific waypoints have been created (in the previous section), defining locations the camera stops at on its journey to engage with oncoming zombies.

To create this motion for the camera, multiple animations must be created; one for each journey between waypoints (one for A to B, then another for B to C, and then another for D to E, and so on). Before creating the animations, however, it's important to first structure your object hierarchy for the camera, as needed. Changes to your object hierarchy after creating an animation can invalidate how the animation works. I've used several empty objects nested in parent-child relationships, with camera objects as children, to create an organized and structured hierarchy. It takes the form...

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