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.

Unity 2018 Cookbook
By :

Unity 2018 Cookbook
By:
Overview of this book
With the help of the Unity 2018 Cookbook, you’ll discover how to make the most of the UI system and understand how to animate both 2D and 3D characters and game scene objects using Unity's Mecanim animation toolsets.
Once you’ve got to grips with the basics, you will familiarize yourself with shaders and Shader Graphs, followed by understanding the animation features to enhance your skills in building fantastic games. In addition to this, you will discover AI and navigation techniques for nonplayer character control and later explore Unity 2018’s newly added features to improve your 2D and 3D game development skills. This book provides many Unity C# gameplay scripting techniques.
By the end of this book, you'll have gained comprehensive knowledge in game development with Unity 2018.
Table of Contents (22 chapters)
Preface
Displaying Data with Core UI Elements
Responding to User Events for Interactive UIs
Inventory UIs
Playing and Manipulating Sounds
Creating Textures, Maps, and Materials
Shader Graphs and Video Players
Using Cameras
Lights and Effects
2D Animation
3D Animation
Webserver Communication and Online Version-Control
Controlling and Choosing Positions
Navigation Meshes and Agents
Design Patterns
Editor Extensions and Immediate Mode GUI (IMGUI)
Working with External Resource Files and Devices
Working with Plain Text, XML, and JSON Text Files
Virtual Reality and Extra Features
Automated Testing
Bonus Chapters
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