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Getting Started with Unity 5.x 2D Game Development

Getting Started with Unity 5.x 2D Game Development

By : Sapio
4 (3)
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Getting Started with Unity 5.x 2D Game Development

Getting Started with Unity 5.x 2D Game Development

4 (3)
By: Sapio

Overview of this book

Want to get started in the world of 2D game development with Unity? This book will take your hand and guide you through this amazing journey to let you know exactly what you need to build the games you want to build, without sacrificing quality. You will build a solid understanding of Unity 5.x, by focusing with the embedded tools to develop 2D games. In learning about these, along with accurate explanations and practical examples, you will design, develop, learn how to market and publish a delectable Tower Defense game about cupcakes versus pandas. Each chapter in this book is structured to give you a full understanding on a specific aspect of the workflow pipeline. Each of these aspects are essential for developing games in Unity. In a step-by-step approach, you will learn about each of the following phases: Game Design, Asset Importing, Scripting, User Interfaces, Animations, Physics, Artificial Intelligence, Gameplay Programming, Polishing and Improving, Marketing, Publishing and much more. This book provides you with exercises and homework at the end of each chapter so that you can level up your skills as a Unity game developer. In addition, each of these parts are centered on a common point of discussion with other learners just like you. Therefore, by sharing your ideas with other people you will not only develop your skills but you will also build a network.
Table of Contents (9 chapters)
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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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