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Procedural Content Generation for Unity Game Development

You're reading from   Procedural Content Generation for Unity Game Development Harness the power of procedural content generation to design unique games with Unity

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785287473
Length 260 pages
Edition 1st Edition
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Author (1):
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Ryan Watkins Ryan Watkins
Author Profile Icon Ryan Watkins
Ryan Watkins
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Toc

Conventions

In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "We can include other contexts through the use of the include directive."

A block of code is set as follows:

1 int integerVariable = 42;
2 
3 int interger function (int inInteger) {
4    return inInteger + 42;
5 } 

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

1 int integerVariable = 42;
2 
3 int interger function (int inInteger) {
4     return inInteger + 42;
5 } 

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: "Click on the Add component button and add Box 2D Collider and Sprite Renderer components".

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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