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Learning C# by Developing Games with Unity 5.x - Second Edition

You're reading from  Learning C# by Developing Games with Unity 5.x - Second Edition

Product type Book
Published in Mar 2016
Publisher Packt
ISBN-13 9781785287596
Pages 230 pages
Edition 2nd Edition
Languages

Table of Contents (20) Chapters

Learning C# by Developing Games with Unity 5.x Second Edition
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. Discovering Your Hidden Scripting Skills and Getting Your Environment Ready 2. Introducing the Building Blocks for Unity Scripts 3. Getting into the Details of Variables 4. Getting into the Details of Methods 5. Lists, Arrays, and Dictionaries 6. Loops 7. Object, a Container with Variables and Methods 8. Let's Make a Game! – From Idea to Development 9. Starting Your First Game 10. Writing GameManager 11. The Game Level 12. The User Interface 13. Collectables — What Next? Index

Setting up the player starting position


Every time our game starts, we should reset all its conditions to the same state. We already mentioned that resetting the starting position of the Player game object would be a good start. Positions in the 3D world in Unity are described using Vector3 struct. Go ahead and type Vector3 in the Scripting Reference for a better understanding. This is complex stuff, so don't worry if you can't get it. All you need to know now is that Vector3 is made up of three floats describing x, y, and z positions in the space.

Let's go forward and perform some code changes to set up the Player position. In PlayerController, we will:

  1. Add private Vector3 type variable and call it startingPosition in PlayerController.

  2. Assign the startingPosition value taken from the Player game object world space position in the Awake method. This way, we will always store the initial position of the Player game object just after Unity starts executing the game.

  3. Rename the Start method to...

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