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Learning C# by Developing Games with Unity - Seventh Edition

You're reading from  Learning C# by Developing Games with Unity - Seventh Edition

Product type Book
Published in Nov 2022
Publisher Packt
ISBN-13 9781837636877
Pages 466 pages
Edition 7th Edition
Languages
Author (1):
Harrison Ferrone Harrison Ferrone
Profile icon Harrison Ferrone

Table of Contents (18) Chapters

Preface 1. Getting to Know Your Environment 2. The Building Blocks of Programming 3. Diving into Variables, Types, and Methods 4. Control Flow and Collection Types 5. Working with Classes, Structs, and OOP 6. Getting Your Hands Dirty with Unity 7. Movement, Camera Controls, and Collisions 8. Scripting Game Mechanics 9. Basic AI and Enemy Behavior 10. Revisiting Types, Methods, and Classes 11. Specialized Collection Types and LINQ 12. Saving, Loading, and Serializing Data 13. Exploring Generics, Delegates, and Beyond 14. The Journey Continues 15. Pop Quiz Answers
16. Other Books You May Enjoy
17. Index

Managing player movement

When you’re deciding on how best to move your player character around your virtual world, consider what’s going to look the most realistic and not run your game into the ground with expensive computations. This is somewhat of a trade-off in most cases, and Unity is no different.

The three most common ways of moving a GameObject and their results are as follows:

  • Option A: Use a GameObject's Transform component for movement and rotation. This is the easiest solution and the one we’ll be working with first.
  • Option B: Use real-world physics by attaching a Rigidbody component to a GameObject and apply force in code. Rigidbody components add simulated real-world physics to any GameObject they are attached to. This solution relies on Unity’s physics system to do the heavy lifting, delivering a far more realistic effect. We’ll update our code to use this approach later on in this chapter to get a feel for...
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