Book Image

Unity 3D Game Development

By : Anthony Davis, Travis Baptiste, Russell Craig, Ryan Stunkel
Book Image

Unity 3D Game Development

By: Anthony Davis, Travis Baptiste, Russell Craig, Ryan Stunkel

Overview of this book

This book, written by a team of experts at Unity Technologies, follows an informal, demystifying approach to the world of game development. Within Unity 3D Game Development, you will learn to: Design and build 3D characters and game environments Think about the users’ interactions with your game Develop an interface and apply visual effects to add an emotional connection to your world Gain a solid foundation of sound design, animations, and lighting Build, test, and add final touches The book contains expert insights that you’ll read before you look into the project on GitHub to understand all the underpinnings. This way, you get to see the end result, and you’re allowed to be creative and give your own thoughts to design, as well as work through the process with the new tools we introduce. Join the book community on Discord to read this book with Unity game developers, and the team of authors. Ask questions, build teams, chat with the authors, participate in events and much more. The link to join is included in the book.
Table of Contents (16 chapters)
14
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15
Index

Character controllers

Now that we have put together a character design, model, and rig, we need to set up a controller to have them react to inputs. There are two general methods for character controllers. The built-in character controller that Unity provides will allow you to have a character walk around, up stairs, and easily build in further functions of interaction, but it has its limits. The largest limitation is that it is not used as a physics object. If you need your character to get pushed around by physics, there is a second option available. The second option is using a Rigidbody and collision capsule with a character script using these as restrictions to the physics engine. Just as you may have come to expect by now, to choose the correct option here we need to ask questions! The following are some examples:

  • What are the primary mechanics?
  • Do I need physics for movements?
  • How many other limitations will there be for my character?

After some...