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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

Rigidbody components in motion

Since our player has a Rigidbody component attached, we should let the physics engine control our movement instead of manually translating and rotating the Transform. There are two options when it comes to applying force:

  • You can do it directly by using Rigidbody class methods such as AddForce and AddTorque to move and rotate an object, respectively. This approach has its drawbacks and often requires additional code to compensate for unexpected physics behavior.
  • Alternatively, you can use other Rigidbody class methods such as MovePosition and MoveRotation, which still use applied force but take care of edge cases behind the scenes. 
We'll take the second route in the next section, but if you're curious about manually applying force and torque to your GameObjects, then start here: https://docs.unity3d.com/ScriptReference/Rigidbody.AddForce.html.

Either of these will give the player a more lifelike feel and...

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