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  • Book Overview & Buying Mastering Unity 2017 Game Development with C#
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Mastering Unity 2017 Game Development with C#

Mastering Unity 2017 Game Development with C#

By : Alan Thorn
2.5 (2)
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Mastering Unity 2017 Game Development with C#

Mastering Unity 2017 Game Development with C#

2.5 (2)
By: Alan Thorn

Overview of this book

Do you want to make the leap from being an everyday Unity developer to being a pro game developer? Then look no further! This book is your one-stop solution to creating mesmerizing games with lifelike features and amazing gameplay. This book focuses in some detail on a practical project with Unity, building a first-person game with many features. You'll delve into the architecture of a Unity game, creating expansive worlds, interesting render effects, and other features to make your games special. You will create individual game components, use efficient animation techniques, and implement collision and physics effectively. Specifically, we'll explore optimal techniques for importing game assets, such as meshes and textures; tips and tricks for effective level design; how to animate and script NPCs; how to configure and deploy to mobile devices; how to prepare for VR development; how to work with version control; and more. By the end of this book, you'll have developed sufficient competency in Unity development to produce fun games with confidence.
Table of Contents (9 chapters)
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Data serialization

Data is raw material for most games; even relatively simple games require characters to have health, damage points, shields, and so on, in addition to item data, such as sword-strength and sword-fragility. Thus, data is critically important for gameplay to behave as intended. When it comes to working with data, developers typically have two main needs. The first is the need to save or export the state of a game at any time, allowing the player to save their progress and resume it at a later time, even if the device has been powered off between play sessions, and the second is the need to import data, such as weapon stats and character sheets (and the player's saves), from external sources created by designers, such as a spreadsheet or a database. The basic idea is that in-game objects and entities, and their relationships and states, should have a correspondence...

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