Abstract
FPS games (first-person shooter games) are played, unsurprisingly, from a first-person perspective. This means that game events, and the game world, are seen through the eyes of the main game character—as though you were that person in that world. This perspective is perhaps one of the most common kinds in contemporary video games. It’s used in some of the famous and biggest selling games in history, including Call of Duty, Halo, Skyrim, and others. CMOD too will be an FPS game. Consequently, we’ll need first-person behavior. Thankfully, lots of the underpinning coding work for this is created for us, from the standard Unity Character Controller packages (specifically the First Person Controller). However, this package features important limitations that we’ll want to overcome for CMOD. Throughout this chapter, we’ll examine the First Person Controller further, refining and adapting it by creating our own customized PlayerController class with first-person functionality and more besides.
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© 2014 Alan Thorn
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Thorn, A. (2014). Player Controller. In: Pro Unity Game Development with C#. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4302-6745-4_5
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DOI: https://doi.org/10.1007/978-1-4302-6745-4_5
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Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4302-6746-1
Online ISBN: 978-1-4302-6745-4
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