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Unity 5.x Cookbook

You're reading from   Unity 5.x Cookbook More than 100 solutions to build amazing 2D and 3D games with Unity

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Product type Paperback
Published in Oct 2015
Publisher Packt
ISBN-13 9781784391362
Length 570 pages
Edition 1st Edition
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Toc

Table of Contents (14) Chapters Close

Preface 1. Core UI – Messages, Menus, Scores, and Timers FREE CHAPTER 2. Inventory GUIs 3. 2D Animation 4. Creating Maps and Materials 5. Using Cameras 6. Lights and Effects 7. Controlling 3D Animations 8. Positions, Movement and Navigation for Character GameObjects 9. Playing and Manipulating Sounds 10. Working with External Resource Files and Devices 11. Improving Games with Extra Features and Optimization 12. Editor Extensions Index

Improving efficiency with delegates and events and avoiding SendMessage!

Optimization principal 2: Minimize actions requiring Unity to perform "reflection" over objects and searching of all current scene objects.

When events can be based on visibility, distance, or collisions, we can use such events as OnTriggerExit and OnBecomeInvisible, as described in some of the previous recipes. When events can be based on time periods, we can use coroutines, as described in other recipes in this chapter. However, some events are unique to each game situation, and C# offers several methods of broadcasting user-defined event messages to scripted objects. One approach is the SendMessage(…) method, which, when sent to a GameObject, will check every Monobehaviour scripted component and execute the named method if its parameters match. However, this involves an inefficient technique known as reflection. C# offers another event message approach known as delegates and events, which we describe...

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