In the last chapter, we focused on moving our player and camera in code, with another trip into Unity physics on the side. However, controlling a playable character isn't enough to make a compelling game; in fact, it's probably the one area that remains constant across different titles.
A game's unique spark comes from its core mechanics and the feeling of power and agency those mechanics give to players. Without fun and engrossing ways to affect the virtual environment you've created, your game doesn't stand a chance of repeat play, to say nothing of fun. As we venture into implementing the game's mechanics, we'll also be upgrading our knowledge of C# and its intermediate-level features.
This chapter will round out ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Read now
Unlock full access