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Getting Started with Unity 5.x 2D Game Development

You're reading from   Getting Started with Unity 5.x 2D Game Development Enter the world of 2D Game development with Unity 5.x

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781784397173
Length 478 pages
Edition 1st Edition
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Author (1):
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Francesco Sapio Francesco Sapio
Author Profile Icon Francesco Sapio
Francesco Sapio
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Table of Contents (9) Chapters Close

Preface 1. A Flat World in Unity FREE CHAPTER 2. Baking Cupcake Towers 3. Communicating with the Player – the User Interface 4. No Longer Alone – Sweet-Toothed Pandas Strike 5. The Secret Ingredient Is a Dash of Physics 6. Through a Sea of Sprinkles – Navigation in Artificial Intelligence 7. Trading Cupcakes and the Ultimate Battle for the Cake – Gameplay Programming 8. What Is beyond the Cake?

Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "All of them are placed inside a folder named Assets, which can be found inside the Project folder."

A block of code is set as follows:

public AwesomeUnityDeveloper GettingStarted(Yourself you) {
  you.ReadThisBook();
  return you;
}

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

public AwesomeUnityDeveloper GettingStarted(Yourself you) {
  you.ReadThisBook();
  return you;
}

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "First of all, if you ever need to switch between 2D and 3D mode, you can do so by navigating to Edit | Project Settings | Editor."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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