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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
Languages
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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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Toc

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

Backgrounds and layers


Now that we have our hero in play, it would be nice to give her a place to live and walk around, so let's set up the home town and decorate it.

First, we are going to need some more assets. So, from the asset pack you downloaded earlier, grab the following assets from the Environments pack and place them in the Assets\Sprites\Environment folder:

  • background.png

  • skyline.png

  • buildingsAndRoads.png

  • townObjects.png

To slice or not to slice

As we progress through this book, you will notice that some assets are single textures, whereas others contain multiple images, and you may wonder which method is best to create your assets and why it is best.

The answer (as it is in a lot of these situations) depends on the needs of your title.

It is always better to pack many of the same types of images on to a single asset/atlas and then use the Sprite Editor to define the regions on that texture for each sprite, as long as all the Sprites on that sheet are going to get used in the same...

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