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Unity 5.x Cookbook

You're reading from   Unity 5.x Cookbook More than 100 solutions to build amazing 2D and 3D games with Unity

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Product type Paperback
Published in Oct 2015
Publisher Packt
ISBN-13 9781784391362
Length 570 pages
Edition 1st Edition
Languages
Tools
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Toc

Table of Contents (14) Chapters Close

Preface 1. Core UI – Messages, Menus, Scores, and Timers FREE CHAPTER 2. Inventory GUIs 3. 2D Animation 4. Creating Maps and Materials 5. Using Cameras 6. Lights and Effects 7. Controlling 3D Animations 8. Positions, Movement and Navigation for Character GameObjects 9. Playing and Manipulating Sounds 10. Working with External Resource Files and Devices 11. Improving Games with Extra Features and Optimization 12. Editor Extensions Index

Introduction

Many games involve the player collecting items or choosing from a selection of items. Examples could be collecting keys to open doors, collecting ammo for weapons, choosing from a collection of spells to cast, and so on.

The recipes in this chapter offer a range of solutions for displaying to the player whether they are carrying an item or not, if they are allowed more than one of an item, and how many they have.

The big picture

The two parts of software design for implementing inventories relate to, first, how we choose to represent the data about inventory items (that is, the data types and structures to store the data) and, secondly, how we choose to display information about inventory items to the player (the UI: User Interface).

Also, whilst not strictly inventory items, player properties such as lives left, health, or time remaining can also be designed around the same concepts that we present in this chapter.

We need to first think about the nature of different inventory...

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