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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
Languages
Tools
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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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Toc

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

Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "Once created, a new script file will be generated inside the Project folder with a .cs file extension."

A block of code is set as follows:

01 using UnityEngine;
02 using System.Collections;
03 
04 public class MyNewScript : MonoBehaviour 
05 {

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

//We should hide this object if its Y position is above 100 units
bool ShouldHideObject = (transform.position.y > 100) ? true : false;

//Update object visibility
gameObject.SetActive(!ShouldHideObject);

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "One way is to go to Assets | Create | C# Script from the application menu."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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