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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
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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 FREE CHAPTER 2. Building Your Project and Character 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

Advanced programming techniques


As part of this chapter, we will start to go in depth with some advanced programming techniques. These enable us to structure our code better and add management to our game project, instead of just adding GameObjects to the scene.

Note

Some of the scripts created in the following sections will only be for example purposes and will not be implemented in our game. However, it is recommended that you follow along. Any scripts that will be needed for our game will be readdressed in the Adding NPCs and A Conversation System section.

Singletons and managers

Any project of a sufficient size and complexity is going to run into issues related to managing your GameObjects as and when they are added and removed from a scene. If you don't get your design right from the start, you are setting yourself up for a world of mess later. A common way to handle this is to use one of the three patterns—single instance managers, singletons, or a dependency—system to manage these controllers...

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