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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

Background tasks and coroutines


Next up in the fabulous journey of scripting, we will cover the treacherous realm of background tasks. We use the background tasks to start something (in the background) so that it runs independently of the normal game update and draw cycle.

The following diagram shows that we can have a second process that runs alongside our main game:

This is usually used for systems that are continually running and not for the main events on the screen, such as AI, a background trading system, or even a continual webservice gathering data for the game.

Unity also has the ability to synchronize these background threads with a simple function that pauses the operation (or returns the control back to Unity) until the next frame of the game is drawn (WaitForEndOfFrame or WaitForFixedUpdate), which gives you a pattern similar the following diagram:

The benefit of this is that you can wait for the last update or draw cycle to finish before running your process. You might do this...

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