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Unity Game Development Blueprints

Unity Game Development Blueprints

By : John P. Doran
4 (6)
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Unity Game Development Blueprints

Unity Game Development Blueprints

4 (6)
By: John P. Doran

Overview of this book

If you want to build enticing projects with Unity, this book is for you. Readers who are familiar with the basics of how to create simple projects in Unity will have an easier time.
Table of Contents (11 chapters)
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10
Index

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: "Once inside, go to your operating system's browser window, open up the Chapter 1/Assets folder that we provided, and drag the playerShip.png file into the folder to move it into our project."

A block of code is set as follows:

// Add game's title to the screen, above our button
GUI.Label( new Rect(buttonX + 2.5f , 
               buttonY - 50, 
               110.0f, 20.0f), 
 "Twinstick Shooter", titleStyle );

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

// Add game's title to the screen, above our button
GUI.Label( new Rect(buttonX + 2.5f , 
                      buttonY - 50, 
                      110.0f, 20.0f), 
 "Twinstick Shooter", titleStyle );

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes, appear in the text like this: "From there, click on Folder, and you'll notice that a new folder has been created inside of your Assets folder."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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