Right I’m at Lecture 103. And I’m being told I have to create a Player Controller - with the only help being given as an IF statement.
Well, ok, I know about IF statements not a problem I can get Unity to respond to key presses well, enough, but what about player movement - that is moving the ship.
Do we add the ship item in the hierarchy to the player controller, or do we leave those separate?
We never actually moved the Paddle in Block Breaker in the typical sense, we just made the paddle magically appear at a stop location ie where the mouse was, it was given the appearance of moving because Unity draws that stuff incredibly quickly. So looking at Block Breaker isn’t going to help. So, to do the movement are we going to be using translations or just transform.position and vector (vector.left and vector.right)? Are we going to be using vectors to set/get the initial position? How far is the ship going to be moved on the X axis left and right? Is there any movement on the y axis? It’s not specified. Are we going to be using time.deltaTime in the movement? Are we going to be using the Update of FixedUpdate for the movement? Do we constrain the movement to the PlaySpace at 800*600? Or are we going smaller or bigger? This was a rather big topic in BlockBreaker, also setting the Pixels per Unit, I’m still not sure about all the details of that you know setting the local/world co-ordinates and setting the screen at 16 units wide and all that stuff. And I do remember that we set the playspace to have the origin at the left bottom, I sort of liked that as there were no negative values on the playfield - can’t remember off-hand how we did that, so are we doing that again?
So, just being told to write a controller without more information seems to the greatest oversimplification in the history of oversimplifications.
I’m sorry if that comes across as a bit harsh, but, it’s been over 40 C where I live and I’m hot and I’m tired and haven’t slept well for the last week, and it’s not going to let up anytime soon.