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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

Navigating 3D space in Unity

When we talk about navigation in real life, it’s usually a conversation about how to get from point A to point B. Navigating around virtual 3D space is largely the same, but how do we account for the experiential knowledge we humans have accumulated since the day we first started crawling? Everything from walking on a flat surface to climbing stairs and jumping off of curbs is a skill we learned by doing; how can we possibly program all that into a game without going insane?

Before you can answer any of these questions, you’ll need to know what navigation components Unity has to offer.

Navigation components

The short answer is that Unity has spent a lot of time perfecting its navigation system and delivering components that we can use to govern how playable and non-playable characters can get around. Each of the following components comes as standard with Unity and has complex features already built in:

  • A NavMesh is...
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