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LupiNexMedia
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in a Unity project. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/ScriptingToolsIDEs.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Make a new script component. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/CreatingAndUsingScripts.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Add a script component to a GameObject. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/CreatingAndUsingScripts.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Open the IDE from the Unity Editor. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/ScriptingToolsIDEs.html?utm_source=learnTPOCi'>more</a>)\n\u2022
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mode. Instead, simply drag and drop it into the scene.\n\n<b>3.</b> If
necessary, rotate the player by 90 degrees on the Y-axis so that it\u2019s
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web to mobile to game development, and particularly with Unity for game
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in it, will be named \"PlayerController\". In this script, you'll define
how your player interacts within the game world."
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important to get the name correct right now \u2014 renaming it later can
cause problems. \n\n<b>4.</b> Press <b>Enter</b> to save the script name.
\n\nYou'll see the code of the new blank script in the <b>Inspector</b>
window. Notice that the name of the file is included in the code. That's
why it's important to spell the file name correctly.\n\n<b>Note:</b> If
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instructions</a> to install Visual Studio, relaunch Unity, and try opening
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m_Untranslated: "In this step, you will infuse life into your player character
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already in your script in its entirety. Later on, you\u2019ll take more
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developer\u2019s workflow!"
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m_Untranslated: "<b>1.</b> In your IDE, in the <b>PlayerController.cs</b>
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\n\n<b>2.</b> Select all of the code below, then copy it with <b>Ctrl+C</b>
(macOS: <b>Cmd+C</b>).\n\n<b>Note:</b> You can also use the <b>Copy Code
Sample</b> button in the upper-right corner of the code sample. \n\n<b>3.</b>
In the script editor, paste this code into your now empty <b>PlayerController</b>
script with <b>Ctrl+V</b> (macOS: <b>Cmd+V</b>).\n\n<b>4.</b> Save your
changes by pressing <b>Ctrl+S</b> (macOS: <b>Cmd+S</b>).\n\nThere should
be no errors (red underlines) in your code. If there are, make sure that
the <b>PlayerController</b> script is spelled correctly in the <b>Project</b>
window. \n\n<b>5.</b> In the Unity Editor, enter Play mode. \n\n<b>6.</b>
Move the player with the arrow keys or the WASD keys. \n\nIf your player
does not move as expected, exit Play mode and check the script for any
errors and make sure to save it. If there are errors, try deleting all
the code again and re-pasting it in, then saving it again.\n\nIf you\u2019re
interested, read through the code and the comments (lines that start with
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// Set player's rotation speed.\r\n\r\n private Rigidbody rb; // Reference
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update\r\n private void Start()\r\n {\r\n rb = GetComponent<Rigidbody>();
// Access player's Rigidbody.\r\n }\r\n\r\n // Update is called once
per frame\r\n void Update()\r\n {\r\n \r\n }\r\n\r\n //
Handle physics-based movement and rotation.\r\n private void FixedUpdate()\r\n
{\r\n // Move player based on vertical input.\r\n float moveVertical
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* moveVertical * speed * Time.fixedDeltaTime;\r\n rb.MovePosition(rb.position
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m_Untranslated: "Right now, the camera is stationary, making the experience
feel a bit distant and potentially confusing for the actual control of
the player character. \n\nNow, you\u2019ll position the camera to follow
the player in a third-person view, which will be more immersive and intuitive.
\n\nIf you make the camera a child GameObject of the player GameObject
in the <b>Hierarchy</b> window, it will inherit the player GameObject's
position and rotation, and also maintain a steady view of the player as
it moves."
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m_Untranslated: "<b>1.</b> In the <b>Hierarchy</b> window, locate the <b>Main
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GameObject onto your player character in the <b>Hierarchy</b> window, making
it a child GameObject. \n\nYou'll see the <b>Main Camera</b> GameObject
indented under the player character in the <b>Hierarchy</b> window. \n\n<b>3.</b>
In the <b>Transform</b> component of <b>Main Camera</b> GameObject, reset
all of the position and rotation values to <b>0</b>.\n\nNow that the <b>Main
Camera</b> GameObject is a child GameObject, its position and rotation
are relative to its parent GameObject.\n\n<b>Tip:</b> To reset these value
quickly, select the <b>More</b> (<b>\u22EE</b>) context menu in the upper-right
corner of the <b>Transform</b> component and select <b>Reset.</b> \n\nThe
camera should now be positioned at the exact same position and rotation
as the player.\n\n<b>4.</b> In the <b>Scene</b> view, adjust the camera's
position to be slightly above and behind the player. \n\n<b>5.</b> Enter
<b>Play</b> mode and use the arrow or WASD keys to rotate the player. \n\nFeel
free to adjust the camera\u2019s position and rotation relative to the
player to your liking. If the camera starts behind the left wall, you may
need to move the player forward a bit into the room.\n\nYou'll now have
a more satisfying gameplay experience!"
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were added when you saved your script. \n\n<b>3.</b> Modify these <b>Speed</b>
and <b>Rotation Speed</b> values in the <b>Inspector</b> window as you
move your player with the arrow or WASD keys. \n\nFor example, make the
player move and rotate more slowly.\n\n<b>Warning:</b> After editing values
in the Inspector, the player may appear to freeze. If this happens, just
click somewhere in the Game view window to regain control of the player.
\n\n<b>4.</b> Take note of the values you prefer for <b>Speed</b> and
<b>Rotation Speed</b>, and then exit <b>Play</b> mode. \n\nThe values will
revert back when you return to the <b>Scene</b> view!\n\n<b>5.</b> Set
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