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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
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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

Screen coordinates versus World coordinates


Click on the Input.mousePosition entry and check out the resulting page. The Script Reference tells us that we have a new origin to deal with. Unity treats our screen like a flat, 2D plane, with (0, 0)—the origin—in the bottom-left corner of the screen like a bar graph from fourth grade.

We have a code example here, but it looks a little hairy. What's a Physics.Raycast? I have no idea. And how do we get the x, y, and z values for Input.mousePosition?

The answer is a tiny bit sneaky. Look at the top of the screen where it tells us that Input.mousePosition is a Vector3. What's a Vector3? I dunno. Click on it. Ah, the resulting page tells us that a Vector3 has x, y, and z properties along with a slew of other useful stuff. That shall do nicely.

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