Book Image

Learning C# by Developing Games with Unity 2020 - Fifth Edition

By : Harrison Ferrone
Book Image

Learning C# by Developing Games with Unity 2020 - Fifth Edition

By: Harrison Ferrone

Overview of this book

Over the years, 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 that can be applied in a wide array of application areas. This book presents a clear path for learning C# programming from the ground up without complex jargon or unclear programming logic, all while building a simple game with Unity. This fifth edition has been updated to introduce modern C# features with the latest version of the Unity game engine, and a new chapter has been added on intermediate collection types. Starting with the basics of software programming and the C# language, you’ll learn the core concepts of programming in C#, including variables, classes, and object-oriented programming. Once you’ve got to grips with C# programming, you’ll enter the world of Unity game development and discover how you can create C# scripts for simple game mechanics. Throughout the book, you’ll gain hands-on experience with programming best practices to help you take your Unity and C# skills to the next level. By the end of this book, you’ll be able to leverage the C# language to build your own real-world Unity game development projects.
Table of Contents (16 chapters)

Time for action  scripting camera behavior

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 we can set from the Inspector tab:

  1. Create a new C# script in the Scripts folder, name it CameraBehavior, and drag it into the Main Camera.
  1. Add the following code and save it:
 public class CameraBehavior : MonoBehaviour 
{
// 1
public Vector3 camOffset = new Vector3(0f, 1.2f, -2.6f);

// 2
private Transform target;

void Start()
{
// 3
target = GameObject.Find("Player").transform;
}

// 4
void LateUpdate()
{
// 5
this.transform.position = target.TransformPoint(camOffset);

// 6
this.transform.LookAt(target);
}

}

Here's a breakdown of the preceding code:

  1. Declares a Vector3 variable to store the distance we want between the Main Camera and the Player capsule...