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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
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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

Time for action – exploring the models


Click on the little gray arrow next to the handsAndTray model. This model contains two separate meshes—a pair of hands, and a hospital dinner tray. There seem to be two instances of each, with two different icons next to them—a blue cube icon with a little white page and a black meshy/spiderwebby-looking icon.

Here's what's happening. The top-level handsAndTray parent is the .fbx file that Unity imported. Before you can use this file inside the program, Unity runs it through an import process to make sure that the models are the right size and orientation, along with a slew of other settings. The routine that preps the models for use in Unity is the FBXImporter. You can see it by clicking on the parent handsAndTray model in the Project panel.

There's a lot of fancy stuff going on with the FBXImporter. Thankfully, we don't have to touch much of it. Our biggest concern is that the models are facing the right way, and are the right size. Different models...

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