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Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
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Author (1):
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Ryan Henson Creighton Ryan Henson Creighton
Author Profile Icon Ryan Henson Creighton
Ryan Henson Creighton
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Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! FREE CHAPTER 2. Let's Start with the Sky 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

Seeing is believing


So far, everything we've done has been theoretical. Our cards exist in some imaginary code space, but we've done nothing to actually draw the cards to the screen. Let's build our OnGUI function and put something on the screen to see where all this is leading.

On the title screen, we used a Fixed Layout to position our Play Game button. We decided exactly where on the screen to put the button, and how big it should be. We're going to build our grid of cards using an Automatic Layout to illustrate the difference.

With an Automatic Layout, you define an area and place your GUI controls inside it. You create your controls using the built-in GUILayout class, instead of the GUI class. The controls that you create with GUILayout stretch to fill the layout area.

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