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

Animating our player character

Your Cucumber Man character controller package includes the necessary assets to support the character's six animations. In this section, we will look at the Cucumber Man's animations, which are listed as follows:

  • Idle
  • Walk
  • Run
  • Jump
  • Throw
  • Die

Reviewing the player controller script

There are a couple of areas in Unity in which we can review the Cucumber Man's animations. Let's first look at thePlayer Controller (Script)component of theCucumberManControllerobject. When you select theCucumberMancontroller in the hierarchy pane, you should see thePlayer Controller (Script)component in the Inspector panel. You might need to click the expand button to the left of the component in order to reveal the component's details. 

As shown in the following screenshot, each of our character's animations has a state associated with it:

Now, let's review the PlayerController.cs script. You can access this file by selecting the All Scripts button in the Project panel, under Favorites. Then...