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

Fine-tuning our character

Now that the Cucumber Man is in our game, we can start experimenting with the character to ensure it looks and behaves the way we want. In this section, we will look at the following refinements to our Cucumber Man:

  • Motor controls
  • Scale
  • Capsule Collider
  • Input controls

Fine-tuning the motor controls

You can put the game into game-mode and use the keyboard inputs detailed in the previous section to experiment with the Cucumber Man's movements. One of the things you might have noticed is that the player character does not seem to move very fast. Of course, this is relative to the size of our terrain and the character's size. Let's look at how to increase the speed of our character by reviewing the associated script.

The following code snippet is from the PlayerMotor.cs script that you imported with the Cucumber Man. This snippet is the first part of the script, not the entire script. As you can see, there are variables for JumpPower, MoveSpeed, and RunSpeed. Those variables...