El controlador del juego
Archivos del curso
隆Bienvenido a los cursos autorizados de Unity!
Bienvenida al curso y requisitos para utilizar el HTC Vive
Inicializando nuestro proyecto y configurando nuestro PlayerSettings para trabajar con VR
Utilizando nuestros controles de HTC Vive
Creando nuestro mundo 3D en Unity
Comenzando a crear nuestro escenario 3D con los Unity Standard Assets
Preparando el terreno de nuestro escenario
Texturizando el terreno de juego
Agregando detalles utilizando vegetaci贸n
Agregando cesped y viento a nuestro nivel
Terminando nuestro entorno 3D, agregando un skybox al proyecto
Utilizando la unity asset store para obtener nuestra arma y escudo
El realismo del VR: Programando a nuestro personaje
Asignando un control de realidad virtual a nuestras armas
Input Manager de nuestros controles de VR
Accediendo a los botones de nuestro control
Preparando nuestro proyectil
Utilizar los sensores de los Vive Controllers para lanzar proyectiles
Corrigiendo los bugs de nuestra arma
Agregando Colliders y Rigid Bodies a nuestro playerController y armas
Utilizando Getters y Setters para manejar nuestas barras de vida
El realismo del VR: Creaci贸n de HUD (Heads Up Display) y generando enemigos
HUD's en VR
Terminando nuestros HUDs de mana y vida
Creando nuestro script de da帽o
Asignando nuestros huds a los valores de vida y de mana de nuestro personaje
Agregando enemigos
A帽adiendo colliders a nuestros enemigos
A帽adiendo animaciones de muerte a nuestros dragones
Spawn de enemigos: Generando enemigos sistem谩ticamente
El realismo del VR: Programando la IA de nuestro juego
Programando una IA b谩sica: Waypoints
Programando a nuestro enemigo para que pueda seguir Waypoints
Terminando la l贸gica de waypoints
Puliendo la l贸gica de nuestro enemigo
A帽adiendo diversos puntos de 'Spawn' para enemigos y cierre del curso
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The first thing to keep in mind when programming the displacement logic of our enemies is that it is not enough just to indicate the coordinates to which they will have to go through the different waypoints, but we must also consider in which direction each dragon is oriented when instantiated, before starting the displacement, because otherwise we could have a very strange and unrealistic visual effect.
Then it will be necessary to define a programming block to control the TRANSLATION and another one for the ROTATION.
Something we must remember is that in Unity, to go from one place to another, it is necessary to calculate the difference of both positions, which would return a vector that we will eventually use as a parameter for the RotateTowards()
method. Let's also remember that when programming the logic in the Update()
method of the script, everything that happens there will occur in the defined lapse between one frame and the next in the video game rendering sequence.
The unit used by Unity to programmatically rotate objects is called quaternion. This term is associated with the concept of mathematical operations with 4x4 matrices on which the set of measures including: positioning, rotation and scale have long been based.
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