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Dayone Unity

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0% found this document useful (0 votes)
22 views

Dayone Unity

Uploaded by

hhub631
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 12

l next, or do you have questions about this explanation?

You said:
increase your level of explanation by 10 times from this and we will be in a best
harmony

ChatGPT said:
ChatGPT
Got it. Let’s turn this into the most comprehensive learning experience by diving
deeply into every line of code, explaining not just how it works but why it
matters, and connecting it to the foundational principles of game development and
programming. We’ll treat this as if we’re building a foundation of encyclopedic
knowledge that will transform your understanding of Unity and coding.

Deep Dive: Comprehensive Breakdown of a Basic Player Movement Script in Unity


Setting the Scene: How Unity Handles Code Execution
Unity operates using the component-based design pattern, which means that each
GameObject in your scene can be equipped with multiple components. Components are
scripts or predefined functionalities that define what that object can do. Your
script is one such component, extending the behavior of a GameObject.

MonoBehaviour is the base class that Unity uses to identify which scripts can run
within the Unity engine. When a class inherits from MonoBehaviour, it gains special
privileges:

The ability to be attached to a GameObject.


Access to built-in Unity functions such as Start(), Update(), and FixedUpdate().
These functions are vital because Unity's game loop automatically calls them,
ensuring your game logic runs without you having to manually invoke the methods
each frame.

Line-by-Line Breakdown of the Player Movement Script


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using UnityEngine; // Brings in the core Unity library, essential for accessing
Unity's components and functions.
Why It’s Essential:

This line tells the C# compiler to include the Unity library. Without this, you
wouldn’t be able to use classes like MonoBehaviour, Transform, Vector3, or
functions like Input.GetAxis().
Deep Insight:

The UnityEngine namespace is massive, containing hundreds of classes and methods.


It's analogous to importing a large toolkit into your code, so you can use Unity's
powerful prebuilt functionalities, from physics engines to rendering systems.
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public class PlayerMovement : MonoBehaviour // Defines the PlayerMovement class as
a component that can be attached to a GameObject.
What’s Happening Here:

public: The public keyword makes this class accessible by other scripts. While it's
not strictly necessary for a MonoBehaviour script to be public, this modifier
allows flexibility if you plan to reference this class in other scripts.
class: Declares that we’re defining a class, which is a blueprint for creating
objects in object-oriented programming.
: MonoBehaviour: This part establishes that PlayerMovement is a child of
MonoBehaviour, inheriting its methods and properties.
Why Use MonoBehaviour?:

MonoBehaviour acts as a bridge between your code and Unity’s game engine, giving
your script special privileges:
Unity can recognize it as a script component.
It can use the Unity lifecycle methods like Start(), Update(), etc.
Deeper Concept: When Unity starts, it scans your scene for GameObjects with
components derived from MonoBehaviour and registers their lifecycle methods to be
called at the appropriate times.
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public float speed = 5f; // A public variable that sets how fast the player moves.
Detailed Analysis:

public: Exposes this variable to Unity's Inspector, allowing you to tweak the speed
in real-time without changing the code. This practice supports game tuning, making
it easier to adjust gameplay.
float: A type of variable that can hold decimal values, chosen for precision and
flexibility when dealing with movement.
= 5f: Initializes the speed variable to 5. The f suffix tells C# that this is a
float literal, distinguishing it from a double.
Why It Matters:

Variables exposed in the Inspector are key to creating modular, adaptable code.
Game designers can adjust these settings on the fly, leading to a more efficient
workflow.
Memory Perspective:

Each instance of a GameObject with this script holds its own copy of speed, meaning
that multiple instances can have different speeds if modified in the Inspector.
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void Update() // Called every frame to handle per-frame logic like input detection
and movement.
Explanation:

void: Indicates that this method does not return a value.


Update(): A special method provided by MonoBehaviour that Unity calls once per
frame. This makes it ideal for handling input, as it's responsive to user actions.
Under the Hood:

Unity's internal game loop runs at the frame rate of the application. The Update()
method hooks into this loop, so any code within Update() is checked each time the
frame refreshes.
Why Frame-Dependent? The Update() method is frame-dependent, meaning its frequency
depends on the frame rate. If a game runs at 60 frames per second (FPS), Update()
is called 60 times per second.
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{
float moveHorizontal = Input.GetAxis("Horizontal"); // Reads input from the
horizontal axis, ranging from -1 to 1.
float moveVertical = Input.GetAxis("Vertical"); // Reads input from the
vertical axis, ranging from -1 to 1.
Deep Dive into Input.GetAxis():

Input.GetAxis("Horizontal") and Input.GetAxis("Vertical") are functions that read


player input mapped to keyboard keys or joystick movements.
Return Values:
These functions return a value between -1 and 1, where -1 means full movement in
the negative direction (e.g., pressing A or the left arrow), 1 means full movement
in the positive direction (e.g., pressing D or the right arrow), and 0 means no
movement.
How It Works:
Unity's Input Manager maps these axes to specific keys by default (WASD and arrow
keys). You can customize these mappings under Edit > Project Settings > Input
Manager.
Smooth Input:
GetAxis() provides smooth input with acceleration and deceleration, which is more
natural for player movement compared to GetAxisRaw(), which responds instantly
without smoothing.
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Vector3 movement = new Vector3(moveHorizontal, 0, moveVertical); // Constructs a
movement vector based on input.
What is a Vector3?:

A Vector3 represents a point or a direction in 3D space with x, y, and z


components.
new Vector3(x, y, z) creates a new vector. In this context, moveHorizontal affects
the x-axis (left/right movement), 0 keeps the y-axis steady (no vertical change for
now), and moveVertical affects the z-axis (forward/backward movement).
Why Use Vectors?:

Vectors are essential in game development because they represent directions,


positions, and velocities. Using vectors simplifies the process of translating 3D
movement into real-world coordinates.
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transform.Translate(movement * speed * Time.deltaTime); // Moves the player object
based on the movement vector.
Breaking Down transform:

transform is a built-in reference to the Transform component of the GameObject this


script is attached to. Transform handles the position, rotation, and scale of the
GameObject.
Understanding Translate():

Translate() moves the GameObject in the direction of the provided vector.


Multiplying by speed: This scales the movement to control how fast the player
moves.
Time.deltaTime:
Purpose: Ensures movement is frame rate independent.
What It Does: Represents the time, in seconds, between the current frame and the
previous frame. Without Time.deltaTime, movement would be inconsistent, with faster
movement on high frame rates and slower movement on low frame rates.
Real-Life Analogy:

Think of transform.Translate() as moving a chess piece on a board. The movement


vector tells it which direction and how far to move, speed determines how quickly
the piece moves, and Time.deltaTime ensures it moves at a consistent pace no matter
how fast or slow the game is running.
Recap and Key Takeaways
You now understand not just how to write a basic movement script but the underlying
principles:
Component-based design and why MonoBehaviour is essential.
The importance of frame rate independence using Time.deltaTime.
How Input.GetAxis() maps to player input and how Vector3 represents 3D movement.
This depth of understanding will help you write more efficient, scalable, and
flexible code as you advance in your Unity journey.

Would you like to move on to building the player controller using physics with
Rigidbody, or do you want even more detailed coverage on any aspect of today’s
lesson?

You said:
continue
ChatGPT said:
ChatGPT
Great! Now let's build on the foundational player movement script by introducing
physics to create a more dynamic and responsive movement system using Unity's
Rigidbody component. This will allow us to apply forces, handle collisions, and
create a more realistic movement experience for our parkour racing game.

Step 2: Integrating Rigidbody for Physics-Based Movement


Understanding Rigidbody
In Unity, a Rigidbody is a component that allows a GameObject to be influenced by
physics. By using a Rigidbody, you can apply forces to objects, simulate gravity,
and detect collisions more effectively than with manual transformations.

Key Concepts of Rigidbody:

Mass: Determines how much force is required to move the object.


Drag: Affects how quickly the object slows down when no forces are applied.
Angular Drag: Controls how quickly the object stops rotating.
Use Gravity: Allows the object to be affected by Unity's gravity system.
Modifying the PlayerMovement Script
1. Adding the Rigidbody Component
Before we dive into the code, you'll need to ensure your player GameObject has a
Rigidbody component attached. Here’s how you do it:

Select your player GameObject in the Unity Editor.


In the Inspector panel, click on Add Component.
Type Rigidbody and select it.
Adjust Rigidbody Settings:

Set Mass to something reasonable like 1.


Ensure Use Gravity is checked so that the player can fall due to gravity.
Adjust Drag to 0 for now to keep movement smooth, but you can tweak it later for
more realistic behavior.
2. Updating the PlayerMovement Script
Here’s the revised script to integrate the Rigidbody for physics-based movement:

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using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public float speed = 5f; // Speed of the player
private Rigidbody rb; // Reference to the Rigidbody component

void Start()
{
rb = GetComponent<Rigidbody>(); // Cache the Rigidbody component
}

void Update()
{
float moveHorizontal = Input.GetAxis("Horizontal"); // Get horizontal input
float moveVertical = Input.GetAxis("Vertical"); // Get vertical input

Vector3 movement = new Vector3(moveHorizontal, 0, moveVertical); // Create


movement vector

// Apply movement using Rigidbody


rb.MovePosition(transform.position + movement * speed * Time.deltaTime);
}
}
Line-by-Line Breakdown of the Updated Code
Initialization in Start()
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private Rigidbody rb; // Reference to the Rigidbody component
We declare a private variable rb to hold a reference to the Rigidbody component.
This is important because we will use it to apply physics to our player.
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void Start()
{
rb = GetComponent<Rigidbody>(); // Cache the Rigidbody component
}
GetComponent<Rigidbody>(): This method retrieves the Rigidbody component attached
to the same GameObject. By caching it in the Start() method, we avoid repeatedly
looking it up every frame, improving performance.
Movement Logic in Update()
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Vector3 movement = new Vector3(moveHorizontal, 0, moveVertical); // Create movement
vector
This creates a movement vector similar to before, but now we will utilize it
differently.
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rb.MovePosition(transform.position + movement * speed * Time.deltaTime);
rb.MovePosition(): This method is used to move the Rigidbody to a new position
while considering physics calculations.
By passing in the current position (transform.position) plus the movement vector,
we effectively control the movement through physics.
Benefits of Using Rigidbody for Movement
Collision Detection: The Rigidbody automatically handles collisions with other
objects, responding appropriately when hitting walls or obstacles.
Gravity: You don't have to manually implement gravity; it will be applied
automatically.
Smooth Movement: Using Rigidbody ensures that movement feels more natural as it
follows Unity’s physics engine.
Testing the Player Movement
Play the Game: Hit the Play button in Unity.
Control the Player: Use the W, A, S, D or arrow keys to move around. You should
notice the player smoothly moving in response to your input.
Collisions: If you have other colliders in your scene (like walls), try moving into
them. The player should stop due to the collision detection handled by Rigidbody.
Next Steps: Jumping Mechanic
To further enhance our player movement, we can implement a jumping mechanic. This
will require detecting when the player presses the jump button (typically the
spacebar) and applying an upward force to the Rigidbody.

Would you like to proceed with implementing the jumping mechanic, or do you have
any questions about what we've covered so far?

You said:
next
ChatGPT said:
ChatGPT
Continuing from where we left off, let’s go deeper into how we use the Rigidbody
for physics-based movement and understand the nuances behind why we write the code
the way we do.

How Rigidbody Works Under the Hood


Unity's Rigidbody component links your GameObject to the physics engine. This
integration allows Unity to calculate movement, force, collisions, and gravity for
your object based on the physics rules you've set (mass, drag, gravity, etc.).
Here's a detailed explanation of what happens:

Physics Update Cycle: The physics engine operates on a fixed time step, calling
FixedUpdate() at consistent intervals (unlike Update(), which runs each frame).
This ensures that physics calculations are frame-rate independent, making movement
smooth and predictable.
Collision Detection: When you move a GameObject using its Rigidbody, Unity can
detect and respond to collisions accurately, which is vital for creating realistic
gameplay interactions.
Why Use MovePosition() with Rigidbody?
When working with a Rigidbody, you should avoid using transform.Translate() or
directly modifying transform.position. Doing so bypasses the physics engine and can
lead to unexpected behavior like clipping through objects or missed collision
detections.

rb.MovePosition(Vector3 position):

Moves the Rigidbody to the specified position while maintaining collision


detection.
Uses the physics engine to ensure proper interaction with other physics-enabled
objects.
Ideal for kinematic rigidbodies, which are moved through script rather than
reacting purely to forces.
Detailed Explanation of Movement Code
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void Update()
{
float moveHorizontal = Input.GetAxis("Horizontal"); // Get horizontal axis
input (A/D or Left/Right keys)
float moveVertical = Input.GetAxis("Vertical"); // Get vertical axis input (W/S
or Up/Down keys)

Vector3 movement = new Vector3(moveHorizontal, 0, moveVertical); // Create a


movement vector

// Explanation:
// `Time.deltaTime` is used to ensure that movement is frame-rate independent.
// `movement * speed * Time.deltaTime` scales the movement by the speed and
adjusts it according to the time passed since the last frame.

rb.MovePosition(transform.position + movement * speed * Time.deltaTime);


// MovePosition moves the Rigidbody while taking physics into account, ensuring
that collisions are processed correctly.
}
Understanding Time.deltaTime in Detail
What is Time.deltaTime?: Time.deltaTime represents the time it took to complete the
last frame, measured in seconds. By multiplying movement by Time.deltaTime, you
ensure that your game runs consistently across devices with different frame rates.
Why Use It?: Without Time.deltaTime, movement speed would be tied to the frame
rate. For example, an object might move faster on a high-end PC (with more frames
per second) than on a low-end one. Including Time.deltaTime normalizes the
movement, so all players have the same experience regardless of frame rate.
Example Calculation:

If speed is 5 and Time.deltaTime is 0.016 seconds (approximately 60 frames per


second), the movement each frame would be:
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movement * speed * Time.deltaTime = (Vector3) * 5 * 0.016 = (Vector3) * 0.08 units
per frame
Advanced Insight: Physics and Game Loop Synchronization
FixedUpdate() vs Update():
FixedUpdate() is called on a fixed time interval (e.g., 0.02 seconds by default).
This makes it perfect for physics calculations and updates involving Rigidbody
because it ensures consistent time steps.
Update() runs once per frame, which means its call frequency depends on the frame
rate. Use it for tasks like checking input and non-physics-related actions.
Why rb.MovePosition() in Update()?: We use MovePosition() in Update() for
simplicity in this example, but for precise physics interactions (like force
applications), FixedUpdate() is more appropriate.
Future Steps and Expansion
Improving Player Control: Next, we’ll add rotation so that the player faces the
direction they're moving in, improving the gameplay feel.
Integrating Animation: We'll sync animations with the movement to create a fluid
experience.
Parkour Mechanic Design: Start planning the logic for parkour movements—such as
vaults, rolls, and wall runs—by understanding how to use raycasting and triggers to
detect surfaces.
Let me know if you want me to proceed to the next section, such as enhancing
movement, implementing animations, or diving deeper into Unity's physics
interactions!
You said:
okey go as your plan
ChatGPT said:
ChatGPT
Great! Now that we’ve covered how to set up basic physics-based movement, let’s
move on to expanding your understanding and adding new layers to our player control
system. Our focus will be on:

Understanding the Unity Input System for reading player input beyond simple
movement.
Adding Jump Mechanics for more complex parkour interactions.
Exploring C# concepts used in Unity scripts to deepen your programming knowledge.
Step 3: Enhancing Player Controls with Jump Mechanics
Understanding the Input System
Unity’s Input class is a powerful tool for reading user inputs from various
devices, including keyboards, gamepads, and mobile touch controls. To build parkour
mechanics, we need to go beyond basic movement and add jumps and special maneuvers.

Common Input Methods:

Input.GetAxis(): Used for continuous input (e.g., moving left or right).


Input.GetKey() and Input.GetKeyDown(): Used for discrete key presses.
Input.GetKey(): Checks if a key is held down.
Input.GetKeyDown(): Detects the exact frame a key is pressed.
Adding a Jump Feature
Physics of Jumping:

Jumping involves applying an upward force to the Rigidbody. This force should be
strong enough to lift the player but not so strong that it breaks gameplay balance.
We need to ensure the player can only jump when they are on the ground to avoid
unrealistic mid-air jumps.
Script Update: Adding Jump Logic

csharp
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using UnityEngine;

public class PlayerMovement : MonoBehaviour


{
public float speed = 5f; // Speed of the player
public float jumpForce = 5f; // Force applied for jumping
private Rigidbody rb; // Reference to the Rigidbody component
private bool isGrounded; // To track if the player is on the ground

void Start()
{
rb = GetComponent<Rigidbody>(); // Cache the Rigidbody component
}

void Update()
{
// Basic movement code
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(moveHorizontal, 0, moveVertical);
rb.MovePosition(transform.position + movement * speed * Time.deltaTime);

// Jumping logic
if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
{
rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
isGrounded = false; // Ensure the player can't jump again until they
land
}
}

// Detect when the player lands on the ground


void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag("Ground"))
{
isGrounded = true;
}
}
}
Detailed Breakdown of the Jump Code
Jump Force:

public float jumpForce = 5f;:


A public variable that sets the force applied when jumping. This variable can be
adjusted in the Unity Inspector to fine-tune the jump height.
Ground Check:

private bool isGrounded;:


This boolean variable ensures the player can only jump when they’re touching the
ground. It prevents double-jumping without advanced logic.
Applying Force:

rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);:


AddForce() applies a force to the Rigidbody.
Vector3.up: Represents the upward direction in 3D space.
ForceMode.Impulse: Instantly applies a force, simulating an immediate push. Other
force modes like ForceMode.Force apply the force gradually.
Collision Detection:

void OnCollisionEnter(Collision collision):


This method detects when the GameObject collides with another.
collision.gameObject.CompareTag("Ground"):
Checks if the object collided with has the tag "Ground". This ensures only surfaces
meant to be walked on can reset the isGrounded state.
Why Use Tags for Ground Detection?
Tags in Unity are an easy way to label GameObjects so that scripts can recognize
them. In larger games, using tags helps organize your logic, making it easier to
check what type of object you’re interacting with (e.g., enemies, items, or ground
surfaces).

C# Concepts Reinforced in This Script


Boolean Logic:
if (isGrounded): Simple conditional checks allow you to control player behavior
based on game state.
Method Overloading:
Unity automatically calls methods like OnCollisionEnter() when a collision is
detected because MonoBehaviour has built-in method signatures it recognizes.
Next Steps: Expanding Your Knowledge
For your next session, we’ll:

Implement smoother physics-based interactions, like momentum and sliding mechanics.


Dive into player animations using Unity's Animator component to create realistic
parkour moves.
Discuss how to optimize the script to handle complex environments with multiple
types of surfaces.
Feel free to let me know if this level of detail is aligned with what you're aiming
for or if you'd like even more depth in specific areas!

You said:
go to next session
ChatGPT said:
ChatGPT
Step 4: Adding More Advanced Player Controls and Parkour Movements
Now that we have basic movement and jumping, let’s introduce more advanced player
mechanics. This will lay the groundwork for building a dynamic and exciting parkour
system, making the game truly immersive.

Understanding Advanced Player Movement


Parkour involves various complex movements like vaulting, wall runs, and slides. To
implement these, we need to:

Understand when the player is near specific obstacles (e.g., walls or ledges).
Create different animations and scripts to trigger these movements.
Integrate proper checks to ensure transitions between movements feel natural.
Implementing a Simple Vault Mechanic
Vaulting allows the player to quickly climb over low obstacles. To achieve this, we
need to detect when the player is close to an object they can vault over and then
animate and move the player over the obstacle.

Script for Vault Detection and Execution


Detecting the Vaultable Object:

Use Raycast to check if there is a vaultable object in front of the player.


If an object is detected within a certain distance and meets criteria (e.g.,
height), trigger the vault.
Executing the Vault:

Move the player’s Rigidbody smoothly over the object using a custom function or
animation.
csharp
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using UnityEngine;

public class PlayerMovement : MonoBehaviour


{
public float speed = 5f;
public float jumpForce = 5f;
public float vaultDistance = 1.5f; // Distance for detecting a vaultable object
private Rigidbody rb;
private bool isGrounded;

void Start()
{
rb = GetComponent<Rigidbody>();
}
void Update()
{
// Basic movement code (as before)
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(moveHorizontal, 0, moveVertical);
rb.MovePosition(transform.position + movement * speed * Time.deltaTime);

// Jumping logic (as before)


if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
{
rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
isGrounded = false;
}

// Vault detection logic


if (Input.GetKeyDown(KeyCode.V)) // Press V to attempt vault
{
TryVault();
}
}

void OnCollisionEnter(Collision collision)


{
if (collision.gameObject.CompareTag("Ground"))
{
isGrounded = true;
}
}

void TryVault()
{
RaycastHit hit;

Vector3 rayOrigin = transform.position + Vector3.up * 0.5f; // Start ray at chest


height
if (Physics.Raycast(rayOrigin, transform.forward, out hit, vaultDistance))
{
if (hit.collider.CompareTag("Vaultable")) // Check if the object is
tagged as vaultable
{
VaultOverObject(hit.point);
}
}
}

void VaultOverObject(Vector3 targetPoint)


{
// Simple vaulting movement logic
rb.MovePosition(Vector3.Lerp(transform.position, targetPoint + new
Vector3(0, 1, 0), 0.5f));
}
}
Detailed Breakdown of Vault Mechanics
Raycasting:

What is Raycasting?: Raycasting involves sending an invisible ray from a point in a


specific direction and checking if it intersects with any colliders.
Usage: In TryVault(), a ray is cast forward from the player's chest to detect
objects tagged as “Vaultable.”
Vault Execution:

Smooth Movement: The VaultOverObject() method uses Vector3.Lerp to create a smooth


transition between the player's current position and the vault target.
Offset: Adding new Vector3(0, 1, 0) raises the player to simulate stepping over the
object.
Next Steps: Creating Wall Running and Animations
To continue building the parkour system, we’ll need to implement:

Wall Running: Detect if the player is adjacent to a wall and apply sideways
movement.
Animations: Use Unity's Animator to blend animations for smoother transitions
between parkour moves.
Input Management: Create a robust input manager to handle multiple actions and
ensure smooth transitions between moves.
We’ll cover the theory behind wall running and explain the implementation, followed
by setting up animations in the next session.

You said:
i think this will be enough for me for today i will study it offline and practice
it and come tommorow to learn more and i will ask you if i have a question
ChatGPT said:
ChatGPT
That sounds like a great plan! Take your time to study the material and practice it
thoroughly. Feel free to explore the code in Unity, tweak it, and see how it
behaves. When you come back tomorrow, I’ll be ready to continue or help with any
questions or clarifications you might have. Good luck with your practice, and see
you soon!

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