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Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
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Author (1):
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Ryan Henson Creighton Ryan Henson Creighton
Author Profile Icon Ryan Henson Creighton
Ryan Henson Creighton
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Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! FREE CHAPTER 2. Let's Start with the Sky 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

Building a better bucket


By typing a Collection, we're telling Unity which type of thing we'll put in there. That speeds up Unity's calculations, because the software doesn't have to worry about sorting through different types of things in the Collection.

Imagine if you brought home a bucket of mystery fried chicken, but were warned that it also contained a tennis shoe, a wrench, 175 ball bearings, and a well-worn copy of Big Al's Bathroom Reader. It would take you longer to sort out what was chicken and what was scrap metal than if it was 100% chicken, and consequently, you wouldn't be able to eat your way through the bucket quite as quickly. (Of course, if you made any dire mistakes, that Bathroom Reader would probably come in handy.)

Typing the array (giving it a type) also speeds you up as a programmer, because when you pull things out of a mystery bucket of fried chicken, you constantly have to tell Unity, "this is a shoe. This is fried chicken. This is a ball bearing," using a technique...

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