2D to VR with Unity5 and Google Cardboard by Roberto Dillon PDF

By Roberto Dillon

ISBN-10: 1138628867

ISBN-13: 9781138628861

ISBN-10: 1498781527

ISBN-13: 9781498781527

ISBN-10: 1498781535

ISBN-13: 9781498781534

The publication presents an updated advent to the newest model of team spirit and its workflow by way of guiding readers via quite a few prototypes. those variety from 2nd to 3D video game suggestions for notebook and cellular, will enable readers to get accustomed to numerous very important ideas and make allowance them to turn into efficient harmony builders in a position to study at their very own velocity. The booklet begins via introducing solidarity and proceeds in development a easy realizing of its major elements via constructing a primary, easy 2nd online game ahead of continuing in constructing a whole informal video game to improvement of an easy yet immersive 3D online game notion to be demonstrated first on computer ahead of exploring tips on how to port it for cellular VR.using Google Cardboard.

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Additional info for 2D to VR with Unity5 and Google Cardboard

Sample text

DeltaTime . 19). As we see, by default, the Horizontal axis is tied to the left and right cursor keys as well as the A and D keys, while the Vertical axis uses the up and down or the W and S keys. GetAxisRaw . Both produce values ranging between −1 and 1, but the difference here is that, by using the first method, the value we get is smoothed by the Sensitivity setting, making it gradually move from 0 (rest) to either 1 or −1. GetAxisRaw , on the other hand, will only output 0 or 1 or −1, making it more suitable for games where we want a precise and immediate effect, like old-school platform games.

Let’s now add an Animator component to the Player object and then create an Animator Controller called, for example, PlayerCtr in the project Animations folder. 3). With the Player object selected, open the Animator and Animations tabs: the former will have its default “Entry,” “Exit,” and “Any State,” while the latter is ready for us to start adding some animations. In particular, we are now going to define an Idle , a Walking , and a Jumping animation by using the cat frames. 4. org) and animations we could use in our 2D platform games.

13). 14). 15 Placing a different platform on the screen. We will make this one move left and right. Let’s try to add a moving platform now. Start by creating a new Sprite object (again, by explicitly creating one in the Hierarchy or by simply dragging and dropping an image you like from the sprite sheet in the Graphics folder into the Hierarchy). 15. Last, make a prefab out of it as well; maybe we will add more of them in future! To move the platform, we can proceed in different ways: we could write a script to do so programmatically, or we could use Unity’s Mecanim animation system.

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2D to VR with Unity5 and Google Cardboard by Roberto Dillon

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