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  • Book Overview & Buying Getting Started with Unity 5.x 2D Game Development
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Getting Started with Unity 5.x 2D Game Development

Getting Started with Unity 5.x 2D Game Development

By : Sapio
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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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Techniques we learnt in this chapter


If you have reached this point of the chapter and book, it means that your game is completed. Let's recap what we have learnt in terms of techniques, instead of topics:

  • Inheritance: We have implemented our trading system by using inheritance, and this gave us the possibility to explore it. In particular, we learnt a bit more about:

    • Abstract classes and methods: So that their full implementation is left to child classes

    • Protected variables: Which can be seen by some scripts but not all of them

    • UI handlers: Can be automatically linked to have an interaction with the UI without settings events in the Inspector

  • Interaction between mouse and camera: To implement the placing script, we needed to transform the mouse coordinates into game coordinates.

  • Enabling/disabling scripts: To implement functionalities, always in the placing script, we learnt how it is possible to disable and enable scripts to trigger functionalities when they are needed.

  • Storing information:...

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