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m_Untranslated: "Try these optional activities to challenge yourself, build
your skills, and improve your project!\n\nEach challenge is tagged as <b>Easy</b>,
<b>Medium</b>, or <b>Expert</b> difficulty so that you know what to expect.
You can do one of them, all of them, or none of them \u2014 it\u2019s totally
up to you!\n\n\u2022 <b>Easy:</b> Add a jump ability.\n\u2022 <b>Medium:</b>
Make the door open when the player approaches. \n\u2022 <b>Expert:</b>
Use generative AI to add multi-camera toggling. \n\nIf you\u2019re not
interested in doing these challenges, skip to the end of this tutorial
to mark it as complete."
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m_Untranslated: "The ability for a player character to jump unlocks limitless
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code. \n\nThis optional challenge is classified as Easy difficulty."
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m_Untranslated: "<b>1.</b> Open the <b>PlayerController</b> script in your
script editor. \n\n<b>2.</b> Add the following variable declaration statement
directly below your other <b>speed</b> and <b>rotationSpeed</b> variables
toward the top of your script:\n\n<b>public float jumpForce = 5.0f;</b>\n\nAfter
you save your script, this variable will be visible and editable in the
<b>Player Controller</b> component. \n\n<b>3.</b> Between the opening
and closing curly brackets of the empty <b>Update()</b> function, add the
following code:\n\nif (Input.GetButtonDown(\"Jump\")) {\n rb.AddForce(Vector3.up
* jumpForce, ForceMode.VelocityChange);\n}\n\nHere's what this code means:
\n\n\u2022 <b>if (Input.GetButtonDown(\"Jump\")):</b> Checks if the <b>Jump</b>
button is pressed. <b>Jump</b> is configured in Unity's Input Manager to
correspond to a key or button press. By default, the <b>Jump</b> action
corresponds to the <b>Spacebar.</b>\n\n\u2022 <b>rb:</b> A reference to
the GameObject's <b>Rigidbody</b> component, used to apply physics.\n\n\u2022
<b>rb.AddForce(Vector3.up * jumpForce, ForceMode.VelocityChange):</b> Applies
an upward force to make the object jump. \n\n- Vector3.up indicates the
upward direction, and jumpForce sets the force magnitude.\n- ForceMode.VelocityChange
changes velocity directly, making the jump instant.\n\n<b>4.</b> Save
your script and return to Unity. Enter <b>Play</b> mode and press <b>Spacebar</b>
to test the new jump. Adjust the Jump Force variable as you see fit."
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m_Untranslated: "The player is currently trapped in the living room. It would
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and enter other rooms. You could even connect the living room with the
kitchen and the kid\u2019s room and allow the player to explore all three
environments! \n\nTo allow the player to open the door, you\u2019ll need
to add a new script that makes use of Unity\u2019s Animator system. You
may not have realized this, but you can actually create animations directly
in Unity and then trigger those animations via scripts. \n\nThe <b>Door</b>
GameObject already has an <b>Animator</b> component with a Door_Open animation
attached to it. You need to add the script that tells that animation to
start when the player enters a trigger zone of the door. \n\nThis optional
challenge is classified as Medium difficulty."
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m_Untranslated: "<b>1.</b> Create a new script in the <b>Unity Essentials</b>
> <b>Scripts</b> folder named \u201CDoorOpener\u201D. \n\n<b>Important:</b>
The name of this script must match exactly the name declared at the top
of the class in the code snippet below (DoorOpener). \n\n<b>2.</b> In
the <b>Scene</b> view, select the door on the right side of the living
room, then in the <b>Hierarchy</b> window, make sure you have selected
the parent <b>Door</b> GameObject \u2014 and not the child <b>DoorPanel</b>
or <b>DoorHandle</b> GameObjects. \n\nThe parent GameObject is the one
with the <b>Animator</b> component attached to it. \n\n<b>3.</b> With
the <b>Door</b> GameObject selected, select <b>Add Component,</b> then
search for and add your new <b>DoorOpener</b> script. \n\n<b>4.</b> Open
the <b>DoorOpener</b> script in your script editor, delete all the default
code inside it, and replace it by copying and pasting the code below into
the empty script. \n\nFeel free to read through the code to see if you
can understand it, with help from the comments. When you\u2019re done,
save your script and return to the Unity Editor. \n\nThe script relies
on the door having a trigger zone that detects when the player has entered
it. \n\n<b>5.</b> With the <b>Door</b> GameObject still selected, add
a new <b>Box Collider</b> component, then enable the <b>Is Trigger</b>
property. \n\n<b>6.</b> In the <b>Box Collider</b> component, select
<b>Edit Collider</b> then use the <b>Scene</b> view collider controls to
set the size and position of the trigger zone. \n\n<b>7.</b> Enter <b>Play</b>
mode to test your game. \n\nWhen the player enters the trigger zone, the
door should open!"
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m_Untranslated: "You\u2019d be amazed at how much you can accomplish with
the help of generative AI large language models (LLMs) like <a href=\"https://muse.unity.com/\">Unity
Muse</a>, ChatGPT, or Claude. These tools are especially helpful for generating
relatively simple code. Unity Muse is trained and refined for Unity-specific
questions, so it will probably give you the most reliable results, but
other LLMs will work very well too. \n\nIn this Expert-level challenge,
you\u2019ll use one of these tools to generate a script that slowly rotates
the <b>Directional Light</b>, simulating a day-night cycle in your scene.\n\nThis
optional challenge is classified as Expert difficulty."
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m_Untranslated: "<b>1.</b> Head over to your generative AI tool of choice
and enter a prompt similar to the one below: \n\n\u201CCreate a script
for Unity that I can add to my <b>Directional Light</b> that slowly rotates
the light to simulate the day passing. The actual seconds for a day to
pass should be a variable editable in the <b>Inspector</b> window.\u201D\n\n<b>2.</b>
In the script that is generated, locate the class declaration line at the
top of the script that says, \u201Cpublic class [SCRIPT_NAME] : MonoBehaviour.\u201D
\n\nThe [SCRIPT_NAME] is what you\u2019ll need to name your script. The
one generated for you will likely be different from the name of the script
in the example!\n\n<b>3.</b> In the <b>Project</b> window, create a new
script and give it the appropriate script name, then apply it to the <b>Directional
Light</b> GameObject in your scene. \n\n<b>Important:</b> The name of
your script in the <b>Project</b> window and the name declared within the
script in the class declaration (\u201Cpublic class [SCRIPT_NAME]\u201D)
must match exactly! Otherwise, your project will display an error in the
console.\n\n<b>4.</b> Open the script and replace the default code with
the AI-generated code. Save the script and return to the Editor. \n\n<b>5.</b>
In the <b>Inspector</b> window, there should be a new variable that allows
you to control the time it takes for a full day to pass. Make the day pass
quickly for testing purposes.\n\n<b>6.</b> Enter <b>Play</b> mode to test
your new sun rotation functionality. \n\nIf something doesn\u2019t work,
explain what is happening to the AI tool and see if the AI can troubleshoot
the issue!"
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