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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
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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

How big is your locker?


Some Collections, like Built-in Arrays, have a set size. You need to tell Unity how many things you're putting inside, and that number can never change. Other Collections, like Generic Lists, can take whatever we throw at them—their length is elastic, and they don't have to have a set size. Which approach is better? As you'll see, there are advantages and disadvantages to each.

You'll remember that when we define a variable (a bucket that can hold one thing), we're actually carving out a storage locker in the computer's memory. By typing the variable (giving it a type), we're telling the computer how big that storage locker needs to be. An int variable needs a different amount of room in memory than a string variable or a boolean variable, and so on.

It's the same idea with a Collection. If we tell Unity how many elements an array needs to hold, Unity can reserve the right amount of space in memory and call it a day. Imagine if you were moving house, and you had to...

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