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Unity 2022 Mobile Game Development - Third Edition

You're reading from  Unity 2022 Mobile Game Development - Third Edition

Product type Book
Published in Jun 2023
Publisher Packt
ISBN-13 9781804613726
Pages 480 pages
Edition 3rd Edition
Languages
Author (1):
John P. Doran John P. Doran
Profile icon John P. Doran

Table of Contents (21) Chapters

Preface 1. Part 1: Gameplay/Development Setup
2. Chapter 1: Building Your Game 3. Chapter 2: Project Setup for Android and iOS Development 4. Part 2: Mobile-Specific Features
5. Chapter 3: Mobile Input/Touch Controls 6. Chapter 4: Resolution-Independent UI 7. Chapter 5: Advanced Mobile UI 8. Chapter 6: Implementing In-App Purchases 9. Chapter 7: Advertising Using Unity Ads 10. Chapter 8: Integrating Social Media into Our Project 11. Part 3: Game Feel/Polish
12. Chapter 9: Keeping Players Involved with Notifications 13. Chapter 10: Using Unity Analytics 14. Chapter 11: Remote Config 15. Chapter 12: Improving Game Feel 16. Chapter 13: Building a Release Copy of Our Game 17. Chapter 14: Submitting Games to App Stores 18. Chapter 15: Augmented Reality 19. Index 20. Other Books You May Enjoy

Having the camera following our player

Currently, our camera stays in the same spot while the game is going on. This does not work very well for this game, as the player will be moving while the game is going on. There are two main ways that we can move our camera. We can just move the camera and make it a child of the player, but that will not work due to the fact that the camera would have the same rotation as the ball, which would cause the camera to spin around constantly and likely cause dizziness and disorientation for the players. Due to that, we will likely want to use a script to move it instead. Thankfully, we can modify how our camera looks at things fairly easily, so let’s go ahead and fix that next:

  1. Go to the Project window and create a new C# script called CameraBehaviour. From there, use the following code:
    using UnityEngine;
    /// <summary>
    /// Will adjust the camera to follow and face a target
    /// </summary>
    public class CameraBehaviour : MonoBehaviour
    {
        [Tooltip("What object should the camera be looking
            at")]
        public Transform target;
        [Tooltip("How offset will the camera be to the
            target")]
        public Vector3 offset = new Vector3(0, 3, -6);
        /// <summary>
        /// Update is called once per frame
        /// </summary>
        private void Update()
        {
            // Check if target is a valid object
            if (target != null)
            {
                // Set our position to an offset of our
                // target
                transform.position = target.position +
                    offset;
                // Change the rotation to face target
                transform.LookAt(target);
            }
        }
    }

This script will set the position of the object it is attached to to the position of a target with an offset. Afterward, it will change the rotation of the object to face the target. Both of the parameters are marked as public, so they can be tweaked in the Inspector window.

  1. Save the script and dive back into the Unity Editor. Select the Main Camera object in the Hierarchy window. Then, go to the Inspector window and add the CameraBehaviour component to it. You may do this by dragging and dropping the script from the Project window onto the GameObject or by clicking on the Add Component button at the bottom of the Inspector window, typing in the name of our component, and then hitting Enter to confirm once it is highlighted.
  2. Afterward, drag and drop the Player object from the Hierarchy window into the Target property of the script in the Inspector window:
Figure 1.14 – CameraBehaviour component setup

Figure 1.14 – CameraBehaviour component setup

  1. Save the scene and play the game:
Figure 1.15 – The current state of the game

Figure 1.15 – The current state of the game

The camera now follows the player as it moves. Feel free to tweak the variables and see how it affects the look of the camera to get the feeling you’d like best for the project. After this, we can have a place for the ball to move toward, which we will be covering in the next section.

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