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Unity 2018 Cookbook

You're reading from   Unity 2018 Cookbook Over 160 recipes to take your 2D and 3D game development to the next level

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Product type Paperback
Published in Aug 2018
Publisher
ISBN-13 9781788471909
Length 794 pages
Edition 3rd Edition
Languages
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Authors (2):
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Matt Smith Matt Smith
Author Profile Icon Matt Smith
Matt Smith
Francisco Queiroz Francisco Queiroz
Author Profile Icon Francisco Queiroz
Francisco Queiroz
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Toc

Table of Contents (22) Chapters Close

Preface 1. Displaying Data with Core UI Elements FREE CHAPTER 2. Responding to User Events for Interactive UIs 3. Inventory UIs 4. Playing and Manipulating Sounds 5. Creating Textures, Maps, and Materials 6. Shader Graphs and Video Players 7. Using Cameras 8. Lights and Effects 9. 2D Animation 10. 3D Animation 11. Webserver Communication and Online Version-Control 12. Controlling and Choosing Positions 13. Navigation Meshes and Agents 14. Design Patterns 15. Editor Extensions and Immediate Mode GUI (IMGUI) 16. Working with External Resource Files and Devices 17. Working with Plain Text, XML, and JSON Text Files 18. Virtual Reality and Extra Features 19. Automated Testing 20. Bonus Chapters 21. Other Books You May Enjoy

Introduction

For some projects, it works well to use the Inspector window to manually assign imported assets to the component slots, and then build and play the game with no further changes. However, there are also many times when external data of some kind can add flexibility and features to a game. For example, it might add updateable or user-editable content; it can allow memory of user preferences and achievements between scenes, and even game-playing sessions. Using code to read local or internet file content at runtime can help file organization and the separation of tasks between game programmers and content designers. Having an arsenal of different assets and long-term game memory techniques means providing a wide range of opportunities to deliver a rich experience to players and developers alike.

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