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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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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

Serialization and scripting


To finish with our theory for this chapter, we need to cover serialization in Unity. Now, Unity already serializes just about everything from the editor to your scene automatically (with a few exceptions) when it saves and loads the scene.

Note

There are a few fringe cases where Unity will not serialize some data. These cases have to do with the current limitations of the Mono 2 framework that Unity uses under the hood. A full explanation of what doesn't work can be found in the following article; note that it is very technical and includes a link to the error report in Unity where it is recorded: http://www.codingjargames.com/blog/2012/11/30/advanced-unity-serialization/

However, what if we want to actually use this serialization to our advantage within our game to save and load levels. We need bits of raw game data (or as we will continue with this later, saving conversations for our NPCs). To accomplish this, the best way is to use a Unity-inherited object named...

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