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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

Working with Text Data Assets


Throughout all examples so far, we've considered text directly stored in string objects, but you can also work with text files in Unity. Specifically, you can load in text from external sources. Here, I will demonstrate how.

Text Assets – static loading

The first method is to drag-and-drop a text file into a Unity project that imports the text asset. The file is imported as a TextAssets type, as shown here:

Importing text files into Unity as TextAssets

You can access the file and its text data from any script file by exposing a TextAsset public member, as shown in the following code sample 6-25:

//--------------------------------------------------
using UnityEngine;
using System.Collections;
//--------------------------------------------------
public class TextFileAccess : MonoBehaviour 
{
   //Reference a text file
   public TextAsset TextData = null;

   // Use this for initialization
   void Start () 
   {
         //Display text in file
         Debug.Log (TextData...
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