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Creating E-Learning Games with Unity by David Horachek

By David Horachek

improve a online game framework for a 3D eLearning game
application dynamic interactive actors and items to populate your online game world
An easy-to-follow advisor in addition to an in depth resource code to aid and advisor readers in the course of the recommendations within the book

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Extra resources for Creating E-Learning Games with Unity

Sample text

Above the update loop, let's implement the UpdateMovement() method as follows: void UpdateMovement () { // to be filled in } 7. transform. forward); [ 22 ] Chapter 1 8. We project onto the horizontal plane because we want the character's motion to be parallel to the horizontal plane rather than vary with the camera's angle. Normalize(); Also, note the trick whereby we find the right vector by flipping the x and z components and negating the last component. x); 9. We store the raw axis values from Unity's Input class.

The displayName public variable is used by the user in the Unity3D Editor as a place for a helpful string to describe the mission's nature, as shown in the following code: public string displayName; This class implements one method: the InvokeReward() method. This function will spawn a new gameObject into the world that has been set in the editor. Through this mechanism, the player can be rewarded with points, a new object or objective can appear in the world, or any other outcome can be encapsulated in a Unity Prefab object.

Let's continue by implementing the InventoryItem class. Implementing the InventoryItem script The InventoryItem class is the base item container that the InventoryMgr collection is built from. It contains a reference to GameObject that has been inserted in the inventory (via the ObjectInteraction class). It also has a copy of the texture to display in the inventory as well as the number of objects that a particular InventoryItem represents, as shown in the following code: public Texture displayTexture; public GameObject item; public int quantity; [ 34 ] Chapter 2 Scripts that inherit from monobehavior can be fully manipulated by the Unity3D Editor; they can be attached to GameObjects, have the property values saved, among other things.

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