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Unity 5.x Cookbook

You're reading from   Unity 5.x Cookbook More than 100 solutions to build amazing 2D and 3D games with Unity

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Product type Hardcover
Published in Sep 2021
Publisher Packt
ISBN-13 9781839217616
Length 816 pages
Edition 1st Edition
Languages
Tools
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Toc

Table of Contents (15) Chapters Close

1. Displaying Data with Core UI Elements 2. Responding to User Events for Interactive UIs FREE CHAPTER 3. Inventory and Advanced UIs 4. Playing and Manipulating Sounds 5. Creating 3D Objects, Terrains, Textures, and Materials 6. 2D Animation and Physics 7. Characters, Game Kits, and Starter Assets 8. Web Server Communication and Online Version Control 9. Controlling and Choosing Positions 10. Navigation Meshes and Agents 11. Cameras and Rendering Pipelines 12. Shader Graphs and Video Players 13. Advanced Topics - Gizmos, Automated Testing, and More 14. Particle Systems and Other Visual Effects 15. Virtual and Augmented Reality (VR/AR)

Alternative – combining all the responsibilities into a single script

The separation of the player inventory (what they are carrying) and how to display the inventory to the user is an example of a game design pattern (best practice approach) called Model-View-Controller (MVC), whereby we separate the code that updates the UI from the code that changes player and game variables, such as score and inventory item lists. Although this recipe has only one variable and one method to update the UI, well-structured game architectures scale up to cope with more complex games, so it is often worth the effort of using a little more code and an extra script class, even at this game's stage of development, if we want our final game architecture to be well structured and maintainable.

However, for very simple games, we may choose to display its status in a single script class. For an example of this approach for this recipe, remove the PlayerInventory and PlayerInventoryDisplay ...

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Tech Concepts
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Programming languages
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