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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
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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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Table of Contents (15) Chapters Close

Preface 1. Overview 2. Building Your Project and Character FREE CHAPTER 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

Extending the editor

Now that we have the basic functionality of our game set up, let's look at some interesting things we can do to make further development easier.

Everyone who uses Unity knows about the editor. It's the core place where you will spend a great deal of time putting your game together. You will spend the rest of your time in your code editor, patching things together, adding values, and working around with what most see as limitations of the editor itself. This, however, is not the case.

The people at Unity realized early that they couldn't do everything, since everyone wanted something different or little tweaks here and there; if they had tried to do everything, nothing would have ever left their doors.

So, from the ground up, Unity was designed to be extensible, and they exposed much of what is needed to build your own editor in effect within Unity itself.

If you browse the Asset Store (https://www.assetstore.unity3d.com/), you will see a lot of assets that...

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