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Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
Languages
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Author (1):
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Ryan Henson Creighton Ryan Henson Creighton
Author Profile Icon Ryan Henson Creighton
Ryan Henson Creighton
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Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! FREE CHAPTER 2. Let's Start with the Sky 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

Using all three dees


Now that we know how to track the mouse left and right with the paddle, it's not a huge leap of logic to make our paddle track the y position of the mouse, and translate it into z coordinates. Remember that we're working with two different planes here:

  • The flat, two-dimensional plane of the computer screen

    • Horizontal X-axis

    • Vertical Y-axis

    • Origin point (0, 0) at the bottom-left of the screen

  • The deep, three-dimensional intersecting planes of our game world

    • Horizontal X-axis

    • Vertical Y-axis

    • Deep Z-axis

    • Origin point (0, 0, 0) in the middle of the world where the three planes meet

We're going to track the y movement of the mouse, and map it onto the z movement of the paddle to make it move toward and away from the player. If instead we map the y position of the mouse to the y position of the Paddle, the Paddle will move up and down from the ground to the sky, which is not quite what we're after.

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