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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

Creating player waypoints


The remainder of this chapter focuses on creating the first input type; namely, player movement. The second type is explored in the next chapter. In building movement functionality, we'll bring together many Unity features operating harmoniously - including animation, Mecanim, scripting, and others. We'll start by creating empty objects (empties) in the scene, representing important locations for the camera to stop at on its journey from the beginning of the level to the end. These are locations of attack and ambush; where zombies approach for combat. When a combat sequence is completed (by killing all zombies), the camera is free to move forward at the player's prompting. To create waypoints, create an empty object for each stopping point, then parent all of those to a single object for organization. I have created five stopping points for the first level: A, B, C, D, and E. These empties are primarily for reference and not for scripting purposes; they help us...

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