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Unity 5.x Cookbook

You're reading from   Unity 5.x Cookbook More than 100 solutions to build amazing 2D and 3D games with Unity

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Product type Paperback
Published in Oct 2015
Publisher Packt
ISBN-13 9781784391362
Length 570 pages
Edition 1st Edition
Languages
Tools
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Toc

Table of Contents (14) Chapters Close

Preface 1. Core UI – Messages, Menus, Scores, and Timers FREE CHAPTER 2. Inventory GUIs 3. 2D Animation 4. Creating Maps and Materials 5. Using Cameras 6. Lights and Effects 7. Controlling 3D Animations 8. Positions, Movement and Navigation for Character GameObjects 9. Playing and Manipulating Sounds 10. Working with External Resource Files and Devices 11. Improving Games with Extra Features and Optimization 12. Editor Extensions Index

Introduction

One aspect of game development in general (and inventories as our particular examples in this chapter) is the distinction about when we undertake an activity. Run-time is when the game is running (and when all our software and UI choices take affect). However, design-time is the time when different members of our game design team work on constructing a wide range of game components, including the scripts, audio and visual assets, and the process of constructing each game level (or "scene" in Unity-speak).

In this chapter, we will introduce several recipes that make use of Unity's Editor extensions; these are scripting and multimedia components that enable a game software engineer to make design-time work easier and less likely to introduce errors. Editor extensions allow workflow improvements, thus allowing designers to achieve their goals quicker and more easily; for example, removing the need for any scripting knowledge when generating many randomly located...

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