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Unity in Action, Second Edition
book

Unity in Action, Second Edition

by Joseph Hocking
April 2018
Intermediate to advanced content levelIntermediate to advanced
400 pages
11h
English
Manning Publications
Content preview from Unity in Action, Second Edition

8 Creating a third-person 3D game: player movement and animation

This chapter covers

  • Adding real-time shadows to the scene
  • Making the camera orbit around its target
  • Changing rotation smoothly using the Lerp algorithm
  • Handling ground detection for jumping, ledges, and slopes
  • Applying and controlling animation for a lifelike character

In this chapter, you’ll create another 3D game, but this time you’ll be working in a new game genre. In chapter 2, you built a movement demo for a first-person game. Now you’re going to write another movement demo, but this time it’ll involve third-person movement. The most important difference is the placement of the camera relative to the player: A player sees through their character’s eyes in first-person ...

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