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Unity 2022 by Example

You're reading from  Unity 2022 by Example

Product type Book
Published in Jun 2024
Publisher Packt
ISBN-13 9781803234595
Pages 596 pages
Edition 1st Edition
Languages
Author (1):
Scott H. Cameron Scott H. Cameron
Profile icon Scott H. Cameron
Toc

Table of Contents (23) Chapters close

Preface 1. Part 1: Introduction to Unity
2. Chapter 1: Foundational Knowledge of Unity 2022 3. Part 2: 2D Game Design
4. Chapter 2: Creating a 2D Collection Game 5. Chapter 3: Completing the Collection Game 6. Part 3: 2D Game Design Continued
7. Chapter 4: Creating a 2D Adventure Game 8. Chapter 5: Continuing the Adventure Game 9. Chapter 6: Introduction to Object Pooling in Unity 2022 10. Chapter 7: Polishing the Player’s Actions and Enemy Behavior 11. Chapter 8: Extending the Adventure Game 12. Chapter 9: Completing the Adventure Game 13. Part 4: 3D Game Design
14. Chapter 10: Creating a 3D First Person Shooter (FPS) 15. Chapter 11: Continuing the FPS Game 16. Chapter 12: Enhancing the FPS Game with Audio 17. Part 5: Enhancing and Finishing Games
18. Chapter 13: Implementing AI with Sensors, Behavior Trees, and ML-Agents 19. Chapter 14: Entering Mixed Reality with the XR Interaction Toolkit 20. Chapter 15: Finishing Games with Commercial Viability 21. Index 22. Other Books You May Enjoy

Moving the player with a player controller script

We’ll need more than just input to move our player character around the level. We’ll have to configure the Player object to work with the Physics system so that it interacts with our level’s ground and platforms and interactivity trigger volumes, and then applies the movement force.

Configure the Player Prefab’s root GameObject with the following components while referring to Figure 5.11:

  1. Add a Rigidbody2D component (by pressing the Add Component button) with these values:
    1. Use Auto Mass enabled: Physics objects react more believably in the physics simulation if they have proper mass. This setting will estimate the mass based on the density and area of the accompanying collider.
    2. Linear Drag = 1: We’ll add some drag to the player’s movement to provide additional constraints on the move to help the player feel more grounded and not very floaty.
    3. Constraints | Freeze Rotation Z enabled: We...
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