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Mastering Unity 2D Game  Development

You're reading from   Mastering Unity 2D Game Development Using Unity 5 to develop a retro RPG

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Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786463456
Length 506 pages
Edition 2nd Edition
Languages
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Authors (2):
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Simon Jackson Simon Jackson
Author Profile Icon Simon Jackson
Simon Jackson
Dr. Ashley Godbold Dr. Ashley Godbold
Author Profile Icon Dr. Ashley Godbold
Dr. Ashley Godbold
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Toc

Table of Contents (15) Chapters Close

Preface 1. Overview 2. Building Your Project and Character FREE CHAPTER 3. Getting Animated 4. The Town View 5. Working with Unitys UI System 6. NPCs and Interactions 7. The World Map 8. Encountering Enemies and Running Away 9. Getting Ready to Fight 10. The Battle Begins 11. Shopping for Items 12. Sound and Music 13. Putting a Bow on It 14. Deployment and Beyond

Handling platform differences

Unity does a lot for developers to abstract us from the many platforms you can deploy to. Most of the common functions, such as memory management, audio, controller inputs, purchasing, and so on, are all implemented with a single generic interface with Unity3D. This means you do not need to write separate code to play an audio file, or draw to the screen for each and every device or platform that you want to support and deploy to. It really is a big time-saver (ask anyone who has written their own engine just how much fun they had doing everything multiple times for each platform).

Unity does a lot, but it doesn't do everything. For the following fringe areas, you will have to do the leg work to get these features implemented:

  • Social integration (Facebook and others)
  • In-app purchasing
  • Alternate physics or networking implementations

The list goes on. In a lot of cases, there are already pre-made assets on the Unity store that have done the hard work to build...

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