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Getting Started with Unity 2018

Getting Started with Unity 2018

By : Dr. Edward Lavieri Jr.
2.7 (7)
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Getting Started with Unity 2018

Getting Started with Unity 2018

2.7 (7)
By: Dr. Edward Lavieri Jr.

Overview of this book

The Unity game engine has revolutionized the gaming industry with its complete set of intuitive tools and rapid workflows, which can be used to create interactive 3D content. With Unity, you can scaffold your way from the basics and make make stunning interactive games. This book will guide you through the entire process of creating a 3D game, from downloading the Unity game engine to publishing your game. It not only gives you a strong foundation, but puts you on the path to game development. Beginning with an overview of the Unity engine and its interface, you will walk through the process of creating a game environment and learn how to use built-in assets, as well as assets created with third-party 3D modeling tools such as Blender. Moving on, you will create custom scripts to control non-player character behaviors and gameplay. You will master exciting concepts such as Heads-Up-Displays, mini-maps, game navigation, sound effects, and lighting effects. Next, you’ll learn how to create your first VR experience, right from setting up the project to image effects. You'll be familiarized with all the tools that Unity has to offer to create your own immersive VR experiences. Each section is a stepping stone toward the completion of the final game. By the end of the book, you'll have learned advanced topics such as cross-platform considerations which enable your games to run on multiple platforms.
Table of Contents (16 chapters)
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Scripting the player character's respawning 

In the previous section, we modified the CucumberManManager script to track how many lives remain and to destroy the UI image elements as appropriate. In this section, we will modify that script to accomplish the following when a life is lost:

  • Play the die animation
  • Respawn the player on a respawn pad

Let's start by modifying the CucumberManManager script:

  1. Add the following class variables:
     public Transform SpawnPad1;
public Transform SpawnPad2;
public Transform SpawnPad3;
  1. In the Hierarchy panel, select the CucumberMan GameObject and, in the Inspector panel, scroll until you locate the Cucumber Man Manager (Script) component.
  2. Drag SpawnPad1, SpawnPad2, and SpawnPad3 from the Hierarchy view to the designated spots in the Inspector panel. See the following for details:
  1. Modify the bottom section...

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