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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

Resources folder and external files


Your games will frequently rely on external data loaded from files such as XML files, perhaps, for subtitles, localization, or level serialization. Have a look at the following screenshot:

Printing a message loaded from an external text file asset that will compile with the project

In these cases, you want a specific range of abilities. The first one is the ability to dynamically load data from the file into memory in a way that Unity can parse and understand. The second is the ability to change and edit the file contents, even after importing it into Unity, and then have the effects of the changes update in the game without requiring code changes. The third is the ability to compile and distribute your standalone game with the file included as part of the main Unity build, rather than as a separate and editable file alongside the main executable. To elaborate further on the third point, you don’t usually want to distribute your game as a standalone build...

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