Book Image

Getting Started with Unity 2018 - Third Edition

By : Dr. Edward Lavieri
Book Image

Getting Started with Unity 2018 - Third Edition

By: Dr. Edward Lavieri

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 (21 chapters)
Title Page
Packt Upsell

Configuring a player controller

So, far we have taken a lot of time to shape our world and populate it with cherry trees and spawn points, and prepare it for cucumber patches. We have been creating the game world for our player character, the Cucumber Man, to exist in. It is now time to add our Cucumber Man to our game.

Here are the steps to add the Cucumber Man to our game and to configure the controller:

  1. In the Project panel, select Prefabs
  2. Drag the CucumberMan prefab to the Hierarchy panel. Use the following screenshot as a reference to ensure that you are dragging the highlighted prefab illustrated in the following screenshot. Note that the subordinate Cucumbor_Man has been intentionally misspelled to help ensure the CucumberMan prefab is used:
  1. In the Hierarchy panel, select Main Camera.
  2. With the Main Camera selected, click the Add Component button in the Inspector panel.
  3. Select Scripts | Camera Follower to add the Camera Follower script to the Main Camera.
  4. In the Camera Follower component...