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Learning C# 7 By Developing Games with Unity 2017 - Third Edition

You're reading from  Learning C# 7 By Developing Games with Unity 2017 - Third Edition

Product type Book
Published in Dec 2017
Publisher Packt
ISBN-13 9781788478922
Pages 290 pages
Edition 3rd Edition
Languages

Table of Contents (23) Chapters

Title Page
Credits
About the Authors
About the Authors
About the Reviewer
www.PacktPub.com
Customer Feedback
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 14. Enemies 15. Audio, 3D Games, and Export

User input


The first and relatively the most simple functionality we can add is the ability to jump. We already have basic physics with gravity working on the Player game object. Before we can make our Player game object jump, we need to know when this should happen. The user always needs some sort of interface in order to interact with the game. On PC and Mac, in most cases, it will be the mouse or keyboard. On mobile devices, it will be the touchscreen.

Unity gives us a lot of out–of–the–box functions we can call to check whether the user is trying to interact through any input. For this game, we will be using the keyboard as our main controller. Now let's take a look how to use our keyboard to interact with the game:

if(Input.GetKey(KeyCode.Space))

As we can see, this is the code that we'll be using to make our keyboard communicate with the game. Here, it says that if we press a key and that key is the space bar, the code that is inside of this statement will run.

For every key, there are...

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