Book Image

Learning C# by Developing Games with Unity 2021 - Sixth Edition

By : Harrison Ferrone
Book Image

Learning C# by Developing Games with Unity 2021 - Sixth Edition

By: Harrison Ferrone

Overview of this book

The Learning C# by Developing Games with Unity series has established itself as a popular choice for getting up to speed with C#, a powerful and versatile programming language with a wide array of applications in various domains. This bestselling franchise presents a clear path for learning C# programming from the ground up through the world of Unity game development. This sixth edition has been updated to introduce modern C# features with Unity 2021. A new chapter has also been added that covers reading and writing binary data from files, which will help you become proficient in handling errors and asynchronous operations. The book acquaints you with the core concepts of programming in C#, including variables, classes, and object-oriented programming. You will explore the fundamentals of Unity game development, including game design, lighting basics, player movement, camera controls, and collisions. You will write C# scripts for simple game mechanics, perform procedural programming, and add complexity to your games by introducing smart enemies and damage-causing projectiles. By the end of the book, you will have developed the skills to become proficient in C# programming and built a playable game prototype with the Unity game engine.
Table of Contents (18 chapters)
15
Pop Quiz Answers
16
Other Books You May Enjoy
17
Index

Scripting camera behavior

The easiest way to get one GameObject to follow another is to make one of them a child of the other. When an object is a child of another, the child object's position and rotation are relative to the parent. This means that any child object will move and rotate with the parent object.

However, this approach means that any kind of movement or rotation that happens to the player capsule also affects the camera, which is something we don't necessarily want. We always want the camera to be positioned a set distance behind our player and always rotate to look at it, no matter what. Luckily, we can easily set the position and rotation of the camera relative to the capsule with methods from the Transform class. It's your task to script out the camera logic in the next challenge.

Since we want the camera behavior to be entirely separate from how the player moves, we'll be controlling where the camera is positioned relative to a target...