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Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
Languages
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Author (1):
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Ryan Henson Creighton Ryan Henson Creighton
Author Profile Icon Ryan Henson Creighton
Ryan Henson Creighton
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Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! FREE CHAPTER 2. Let's Start with the Sky 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

Chapter 6. Game #2 – Robot Repair Part 2

As we've learned, building the game part of the game is only half the battle. A lot of your sweat goes into creating what's around the game—the buttons, menus, and prompts that lead the player in, around, and through your game. We're right in the middle of learning how to display buttons and other UI (user interface) controls on top of our Unity games. We'll take a break from the 3D environment, adding game logic to the UI controls to produce a fully functioning 2D game with the Unity GUI alone.

In this chapter, we'll:

  • Discover some code to help us better position our UI controls on the screen

  • Learn to control when the player can and can't interact with our game

  • Unleash the terrifyingly awesome power of random numbers

  • Hide and show UI controls

  • Detect winning conditions

  • Show a "Win" screen when the player finishes the game

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