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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

Time for action – setting object layers

Before we can check that the player capsule is touching the ground, we need to add all the objects in our level to a custom layer mask. This will let us perform the actual collision calculation with the Capsule Collider component that's already attached to the player. Proceed as follows:

  1. Select any GameObject in the Hierarchy and click on Layer | Add Layer..., as illustrated in the following screenshot:

  1. Add a new layer called Ground by typing the name into the first available slot, as illustrated in the following screenshot:

  1. Select the Environment parent GameObject in the Hierarchy, click on the Layer dropdown, and select Ground. After you have selected the Ground option shown in the following screenshot, click Yes when a dialog appears, asking you if you want to change all child objects: 

By default, layers 0 - 7 are taken up by the Unity engine...

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