Download Creating E-Learning Games with Unity by David Horachek PDF

By David Horachek

enhance a video game framework for a 3D eLearning game
software dynamic interactive actors and gadgets to populate your video game world
An easy-to-follow consultant in addition to an in depth resource code to aid and consultant readers throughout the thoughts within the book

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Extra resources for Creating E-Learning Games with Unity

Example text

The larger this value, the more tense the spring in the interpolation. 5. The smaller this value, the looser and more interesting the height blending effect. Try experimenting with the following values and see what happens: • Rotate Speed : Set the default to 100. The higher the value, the faster the player will rotate when the horizontal axis is set to full left or right. • Speed Smoothing: Set the default to 10. The higher this value, the smoother the character's acceleration and deceleration.

To get started, let's continue from Chapter 1, Introduction to E-Learning and the Three Cs of 3D Games, where we left off. Load the scene and save a copy named chapter2. 2. Add an instance of InventoryMgr to the Player GameObject by dragging-and-dropping it from the Project tab to the player object. Alternatively, click on Player and select Add component from the Inspector pane. Type in the name InventoryMgr and then click on it to add an instance. [ 49 ] Interactive Objects and MissionMgr 3. Click on Player and ensure that the Tag is set to Player.

This class acts as a container for this abstract data. We give it an ID, a title that is human readable, and a description. By giving each MissionToken a unique ID, we give the Mission class a powerful way of tracking the mission progress. This class is used in a way by which the user adds instances of this component to various interactive objects that can be manipulated by the player, as shown in the following code: Public int id; Public string title; Public string description; Implementing the SimpleLifespanScript The SimpleLifespanScript class is a simple helper class that can be used in conjunction with the Instantiate() method to instantiate a GameObject in the world that will have a specified but finite lifespan.

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