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Unity Game Development Blueprints

You're reading from   Unity Game Development Blueprints Explore the various enticing features of Unity and learn how to develop awesome games

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Product type Paperback
Published in Nov 2014
Publisher
ISBN-13 9781783553655
Length 318 pages
Edition 1st Edition
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Author (1):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Table of Contents (11) Chapters Close

Preface 1. 2D Twin-stick Shooter 2. Creating GUIs FREE CHAPTER 3. Side-scrolling Platformer 4. First Person Shooter Part 1 – Creating Exterior Environments 5. First Person Shooter Part 2 – Creating Interior Environments 6. First Person Shooter Part 3 – Implementing Gameplay and AI 7. Creating Save Files in Unity 8. Finishing Touches 9. Creating GUIs Part 2 – Unity's New GUI System Index

Level editor – introduction


Of course, there can come a time when you want to save things other than just string, int, or float variables. To deal with complex data types, there are more things that we can do. Perform the following steps:

  1. We are going to first open up our 3D Platformer project we created back in Chapter 3, Side-scrolling Platformer. Open your gameplay scene (in the example code saved as Level1) from the link described in the project setup.

  2. As it currently stands, the ability to create our levels is inside our GameController script. For this project, however, we're going to extract that functionality and move it over to a new class. In Project Browser, go to the Scripts folder, and create a new C# script called LevelEditor. With that finished, open MonoDevelop.

  3. Once in MonoDevelop, click on the GameController.cs file, and highlight the level variable. Cut it (Ctrl + X) and paste it (Ctrl + V) as a declaration in the LevelEditor class.

  4. After this, remove the BuildLevel function...

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