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Mastering Unity Scripting

You're reading from   Mastering Unity Scripting Learn advanced C# tips and techniques to make professional-grade games with Unity

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Product type Paperback
Published in Jan 2015
Publisher
ISBN-13 9781784390655
Length 380 pages
Edition 1st Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (12) Chapters Close

Preface 1. Unity C# Refresher FREE CHAPTER 2. Debugging 3. Singletons, Statics, GameObjects, and the World 4. Event-driven Programming 5. Cameras, Rendering, and Scenes 6. Working with Mono 7. Artificial Intelligence 8. Customizing the Unity Editor 9. Working with Textures, Models, and 2D 10. Source Control and Other Tips Index

The world, time, and updates

A Unity scene represents a collection of finite GameObjects inside the same 3D space and that also share the same timeframe. Every game needs to establish a unified concept of time to achieve synchronized animation and change, because animation means change over time. In Unity, the Time class is available for reading and understanding time and its passing in script. Working with this class is therefore a critical skill for the creation of predictable and consistent motion in your games. More on this shortly.

Every game has a frame rate, which is defined in frames per second (FPS). This rate is viewable from the Stats panel in the Game tab. The FPS tells you how many times in 1 second Unity is able to loop or iterate through your game code to draw a new render from the cameras to the screen. Each iteration is called a frame. The frame rate varies dramatically over time and across different computers. It's influenced by the power of your computer, other processes...

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