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Unity 2018 Cookbook

You're reading from   Unity 2018 Cookbook Over 160 recipes to take your 2D and 3D game development to the next level

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Product type Paperback
Published in Aug 2018
Publisher
ISBN-13 9781788471909
Length 794 pages
Edition 3rd Edition
Languages
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Authors (2):
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Matt Smith Matt Smith
Author Profile Icon Matt Smith
Matt Smith
Francisco Queiroz Francisco Queiroz
Author Profile Icon Francisco Queiroz
Francisco Queiroz
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Toc

Table of Contents (22) Chapters Close

Preface 1. Displaying Data with Core UI Elements FREE CHAPTER 2. Responding to User Events for Interactive UIs 3. Inventory UIs 4. Playing and Manipulating Sounds 5. Creating Textures, Maps, and Materials 6. Shader Graphs and Video Players 7. Using Cameras 8. Lights and Effects 9. 2D Animation 10. 3D Animation 11. Webserver Communication and Online Version-Control 12. Controlling and Choosing Positions 13. Navigation Meshes and Agents 14. Design Patterns 15. Editor Extensions and Immediate Mode GUI (IMGUI) 16. Working with External Resource Files and Devices 17. Working with Plain Text, XML, and JSON Text Files 18. Virtual Reality and Extra Features 19. Automated Testing 20. Bonus Chapters 21. Other Books You May Enjoy

Introduction

A Server waits for messages requesting something for a Client, and when one is received, it attempts to interpret and act upon the message, and send back an appropriate response to the Client. A Client is a computer program that can communicate with other Clients and/or Servers. Clients send Requests, and receive Responses.

It us useful to keep these concepts of Client/Server/Request/Response in mind when thinking about and working with Client-Server achitectures.

The Big Picture

The world is networked, which involves many different Clients communicating with other Clients, and also with Servers.

Each of the Unity deployment platforms illustrates an example of a Client:

  • WebGL (running in a web browser)
  • Windows...
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