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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?

Implementing waypoints – the second/dynamic way


In this section, we will explore a second way to implement the waypoint system of our game. Of course, the outcome will be the same, but this approach offers many other advantages. First of all, it's easier for designers to collocate, change, move, and replace waypoints within the map itself. Second, it allows a great flexibility in behaviors, which can be implemented in such a way to make it easier for designers to use the script created. We will exploit some of the potentiality of this system later in the last chapter of the book.

Nonetheless, this approach does suffer from some drawbacks, as with every choice in life. In particular, the complexity of the system increases. Moreover, it uses a different game object for each one of the waypoints, and this is critical if the number of waypoints is really high.

Note

To overcome this last problem of having different game objects for each of the waypoints, we have many possibilities, but making each...

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