Understanding Movement and Rotation in C# Demystifying the Fundamentals of Movement and Rotation for Objects

  • Alan Thorn

Your browser needs to be JavaScript capable to view this video

Try reloading this page, or reviewing your browser settings

Autoplay:
View next video

Create great games that feature characters and objects that move and rotate constantly: spaceships, enemies, aliens, vehicles and more! This video shows you that being able to code movement and rotation is therefore a critical skill for any games programmer. In this comprehensive course, games-development expert Alan Thorn demystifies the fundamentals of movement and rotation for objects using C#. You’ll explore how to move objects smoothly at a specified speed, how to work with collisions and movement, how to rotate objects to face specific directions, how to rotate objects around pivot points, and lots more. Finally, you will see how vectors and quaternions interact to create complex motion and rotation in 3D space.

This course features everything you need to get started making objects move and rotate predictably for professional-grade games. At the end of it you will become a rock-solid gameplay programmer capable of solving sophisticated spatial problems by understanding how objects move and rotate with C# in Unity.

What You Will Learn

  • Understand core concepts such as transformation, vectors and quaternions

  • Create effective scripts and programs for making great games

  • Understand important practical applications: make objects face directions, move smoothly, and more

  • Balance gameplay mechanics for making interesting experiences

Who This Video Is For

People interested in learning games programming and who are looking to improve their skills and have fun making games.

About The Author

Alan Thorn

Alan Thorn is an internationally recognized expert on video games and education. He specializes in mentoring the next generation of creative innovators for success. With 18 years of industry experience, Alan has written 28 books, presented 30 online courses and created 33 games including the award-wining adventure, Baron Wittard: Nemesis of Ragnarok. Alan is dedicated to helping creative teams make high-impact experiences, and he currently leads the prestigious MA programme for ‘Games Design and Development’ at the BAFTA-winning ‘National Film and Television School’, an incubation space for breakthrough gaming talent. Alan is a pioneer of the new ‘Open Stream model’ of transformative learning, and he advises in higher education on curriculum content and instructional design. Alan speaks passionately worldwide about the future of game creation.

 

About this video

Author(s)
Alan Thorn
DOI
https://doi.org/10.1007/978-1-4842-4442-5
Online ISBN
978-1-4842-4442-5
Total duration
1 hr 15 min
Publisher
Apress
Copyright information
© Alan Thorn 2019

Video Transcript

[Audio Begins] [0:00:00]

Alan Thorn: Greetings and welcome to this Apress course on Unity 3D, in which I’m going to be covering movement and rotation fundamentals. My name is Alan Thorn, and throughout this course we’re going to be exploring ideas behind movement and rotation when creating objects and game play elements inside your Unity games. In particular, we’re going to be looking at the concept of vectors and direction, and how vectors can be used to represent direction. In addition, we’re going to look at how we can make objects like cars and player characters move at consistent speeds in particular directions. In addition, we’re going to look at how the movement of objects works with a Unity physics system to ensure that when objects move, they don’t pass through solid obstacles. In addition to that, we’re going to look at the concept of quaternions and rotations and in particular how we can build quaternions to represent particular orientations and rotations. And we’ll also look at how we can move and turn objects over time.

By the end of this course, you’ll have a solid understanding for how we can move and rotate objects using Unity.

[Audio Ends] [0:01:09]