Book Image

Mastering Unity 2017 Game Development with C# - Second Edition

Book Image

Mastering Unity 2017 Game Development with C# - Second Edition

Overview of this book

Do you want to make the leap from being an everyday Unity developer to being a pro game developer? Then look no further! This book is your one-stop solution to creating mesmerizing games with lifelike features and amazing gameplay. This book focuses in some detail on a practical project with Unity, building a first-person game with many features. You'll delve into the architecture of a Unity game, creating expansive worlds, interesting render effects, and other features to make your games special. You will create individual game components, use efficient animation techniques, and implement collision and physics effectively. Specifically, we'll explore optimal techniques for importing game assets, such as meshes and textures; tips and tricks for effective level design; how to animate and script NPCs; how to configure and deploy to mobile devices; how to prepare for VR development; how to work with version control; and more. By the end of this book, you'll have developed sufficient competency in Unity development to produce fun games with confidence.
Table of Contents (9 chapters)

Zombies and text input

In addition to the FSM for zombie behaviors, such as Idle, Chase, Attack, and Death, zombies respond to player input. Specifically, the player may attack by typing letters on the keyboard, matching the complete word above the zombie's head:

Attacking zombie with typed text input

To achieve this, we must firstly display a word above the zombie's head, then keep track of the word being typed, and finally determine whether a match has been made. We already have some code to achieve much of this, but we should now link it specifically to the zombie character. Let's start by creating a text object that hovers above the zombie's head. Select the zombie NPC and expand its hierarchy in the Hierarchy panel. Select the Armature object and locate the head bone. This represents an empty game object used to move the character's head during animation...