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Unity Cookbook

Unity Cookbook

By : Matt Smith, Shaun Ferns, Sinéad Murphy
4.7 (27)
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Unity Cookbook

Unity Cookbook

4.7 (27)
By: Matt Smith, Shaun Ferns, Sinéad Murphy

Overview of this book

Unleash your game development potential with Unity Cookbook, 5th Edition, designed to equip you with the skills and knowledge needed to excel in Unity game development. With over 160 expertly crafted recipes empowering you to pioneer VR and AR experiences, excel in mobile game development, and become a master of audio techniques. In this latest edition, we've meticulously curated a collection of recipes that reflect the latest advancements in Unity 2023, ensuring you stay at the forefront of game development. You'll discover dedicated recipes for First/Third Person (Core) templates, create engaging mobile games, delve into Virtual and Augmented Reality, and go further with audio by exploring advanced techniques. Additionally, the book has been fully updated to incorporate the new input system and TextMeshPro, essential elements for modern game development. From exploring C# scripting to crafting stylish UIs, creating stunning visual effects, and understanding shader development through Shader Graph, every chapter is designed to take you closer to your goal of becoming a proficient Unity developer. So, whether you're aiming to develop the next hit game, enhance your portfolio, or simply have fun building games, this book will be your trusted companion on your journey to Unity proficiency.
Table of Contents (22 chapters)
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20
Other Books You May Enjoy
21
Index

Saving and Loading Data

Times when we wish to load data include retrieving high scores from previous plays of a game, or perhaps remembering data values between scenes. Another time to load data is when a level layout is stored in a data file (such as text characters, or a data format like XML or JSON), and when a scene begins, that data is loaded and used to dynamically create GameObjects for the scene. And of course, we must have saved the data previously in order to be able to load it at a later time.

Some of the saving/loading is ephemeral – just while a game is playing – and everything is reset the next time the game is run. Other times, data can be stored that is remembered between game plays, either as part of the build application’s private data, or to shared folders that can be changed from outside the application, as data on a web server, or via a web communication.

Sometimes, data to be saved are as simple as individual numbers or text strings...

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