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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

Color blending


The Range attribute explored previously may be attached to integer and floating-point variables, by way of their declarations, to limit the accepted values for them between a minimum and maximum in the Unity Editor. In the Unity Editor, a slider control is substituted for an editable field that controls the accepted values for the variable. This does not, of course, affect the values assigned to the same variables in the code. In the code, at runtime, the Range attribute has no effect itself. Rather, the Range attribute simply controls how numerical public variables are presented in the Object Inspector, and how they are entered there via user input. Behind the scenes, an Editor class is querying object Attribute data through reflection to control how the data type is rendered in the Object Inspector.

The Range attribute works well for numbers. But it'd be great to deploy similar behavior for other data types besides just numbers. For example, it's common to fade between different...

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