Index
A
- abstraction
- URL / Advanced coding
- access
- obtaining, to Unity / Getting access to Unity
- active elements
- adding / Backgrounds and active elements
- ad-supported option
- about / Ad supported
- AdRotator
- about / Ad supported
- URL / Ad supported
- AdRotator Unity plugin
- URL / Processing the build
- ad types / Ad supported
- advanced coding / Advanced coding
- Advanced Serialization
- URL / Advanced coding
- adventurer's overlay, RPG UI / The adventurer's overlay
- AI
- about / Basic Artificial Intelligence
- path-finding / Basic Artificial Intelligence
- flocking / Basic Artificial Intelligence
- state machines / Basic Artificial Intelligence
- rule-based expert systems / Basic Artificial Intelligence
- neural networks / Basic Artificial Intelligence
- algorithms / Basic Artificial Intelligence
- AI character
- URL / Even more AI
- AI elements
- building / Even more AI
- AI Gamedev
- URL / Even more AI
- about / Even more AI
- animation
- particles, adding to / Adding particles to the animation
- animation clip, Animator Dope Sheet
- selecting / (2) Selecting the animation clip
- animation clips
- about / Animation clips
- setting up / Setting up animation clips
- manual creation / Manual animation clip creation
- automatic creation / Automatic animation clip creation
- idle animation clip, adding / Adding your first animation clip (idle)
- run animation clip, adding / Adding another animation clip (run)
- animation components, sprite
- about / Animation components
- animation controllers / Animation controllers
- animation clips / Animation clips
- Animator component / The Animator component
- animation controllers
- about / Animation controllers
- setting up / Setting up animation controllers, Setting up the animation controller
- accessing, from script / Accessing controllers from a script
- animation curves
- configuring / Getting curvy
- animation Dope Sheet / The new animation Dope Sheet
- animation properties, Animator Dope Sheet
- about / (4) Animation properties
- animation states
- connecting / Connecting animation states
- CharacterIdle state / Connecting animation states
- CharacterRun state / Connecting animation states
- Animator component
- about / The Animator component
- Animator Dope Sheet
- about / Animator Dope Sheet
- time/recording controls / (1) The time/recording controls
- animation clip, selecting / (2) Selecting the animation clip
- sample rate (frames per second) / (3) The sample rate (frames per second)
- animation properties / (4) Animation properties
- timeline window / (5) Timeline
- dope/curve view / (6) Dope/curve view
- area
- focussing, in battle scene / Proving ground
- Art
- URL / Getting assets
- art sources
- about / Sources of art and SFX
- assets
- obtaining / Getting assets
- sites, used for / Collection of sites
- URL / Collection of sites
- processing / Processing assets
- building / Building your assets
- asset store
- URL / Extending the editor
- about / Useful assets
- attack
- performing / Attack! Attack!
- Attack object
- audio
- URL / Getting assets
- Awake function / Accessing controllers from a script
- Azure
- URL / Backing up to the Web
B
- BackgroundParallax script
- about / Parallaxing
- BackgroundPropSpawner.cs script
- examining / Foreground objects
- backgrounds
- adding / Backgrounds and active elements
- parallaxing / Parallaxing
- foreground objects, adding / Foreground objects
- balancing, battle scene / Balancing
- battle
- starting / Starting the battle
- flair, adding / Adding a little flair
- expanding / Going further
- BattleManager script
- preparing / Preparing the BattleManager script
- battle scene
- command bar, adding to / Adding the command bar to the scene
- weapon, selecting / Selecting the weapon
- command button, selecting / Selecting a command button
- weapon selection, managing from command bar / Managing the selections from the command bar
- BattleManager state, updating with selections / Updating the BattleManager state with selections
- BattleManager state, updating with weapon / Updating the BattleManager state with a weapon
- area, focussing / Proving ground
- leveling up / Leveling up
- balancing / Balancing
- project, running / The final run-through
- Battle scene
- about / Building the new scene
- battle state machine
- about / Putting it together
- battle state manager
- about / The battle state manager
- accessing, from code / Getting to the state manager in the code
- behaviors
- planning / Planning behaviors
- behaviors, common game object
- defining / Behaviors for the common game object
- behaviors, player's character
- defining / Behaviors for the player's character
- binary serialization / Serializing your data
- bounds
- about / Transitioning and bounds
- Box2D
- about / The Box2D physics system
- physics collision options / The Box2D physics system
- Box2D physics system
- about / The Box2D physics system
- build
- processing / Processing the build
- build, processing
- attributes / Processing the build
- BuildTarget attribute / Processing the build
- Path attribute / Processing the build
- URL / Processing the build
- build note / Build note
- build settings
- updating, to include new scenes / Updating build settings to include new scenes
- BuildTarget attribute / Processing the build
- built-in property drawers / Built-in property drawers
C
- C# article
- URL / Getting back home
- C# script
- creating / Journeying onwards
- C# switch statement
- using / Simple singular choice
- camera
- working with / Working with the camera
- Update method and FixedUpdate method, comparing / Comparing Update, FixedUpdate, and LateUpdate
- Update method and LateUpdate method, comparing / Comparing Update, FixedUpdate, and LateUpdate
- FixedUpdate method and LateUpdate method, comparing / Comparing Update, FixedUpdate, and LateUpdate
- resolution / The perils of resolution
- FollowCamera script / A better FollowCamera script
- CanNavigate
- about / Planning for the larger picture
- Cartographers' Guild
- URL / Fixed maps
- Catlike Coding
- URL / Extending the editor
- CatLike Codings blog
- URL / Gizmos
- Character controller components / Controlling the hero
- CharacterIdle state / Connecting animation states
- CharacterMovement.cs script
- updating / Accessing controllers from a script
- animation controllers, accessing from / Accessing controllers from a script
- CharacterRun state / Connecting animation states
- classes
- about / Classes
- object orientated design / The object-orientated design
- game structure / The game structure, The common game object, The player object, More later
- click, on screen
- moving by / Traveling by click or touch
- Click through rate (CTR) / Ad supported
- code
- enemy profile, setting up / Setting up the enemy profile in the code
- pushing, from Unity3D / Pushing code from Unity3D
- collision detection script
- activating / Journeying onwards
- collision function
- about / Planning for the larger picture
- command bar
- defining / The command bar
- adding, to battle scene / Adding the command bar to the scene
- command button
- defining / The command button
- common game object
- about / The common game object
- player object / The player object
- TakeDamage / Behaviors for the common game object
- Attack / Behaviors for the common game object
- common game object behaviour
- defining / Behaviors for the common game object
- compiler predirectives
- about / The perils of resolution
- URL / The perils of resolution
- components
- about / Understanding components
- accessing, shortcut used / Accessing components using a shortcut
- used, via referencing / A better way to use components – referencing
- used, by supplying type / An even better way
- consumables, in-app purchase option / In-app purchase
- context-sensitive overlay, RPG UI / A context-sensitive overlay
- contextual menus
- adding, to MenuItem attribute / Adding contextual MenuItems
- CONTEXT / Adding contextual MenuItems
- object / Adding contextual MenuItems
- name / Adding contextual MenuItems
- controller, enemy
- creating / The enemy profile/controller
- Controller property
- Conversation Engine
- about / Useful assets
- URL / Useful assets
- coroutine
- about / Transitions
- creative commons license
- URL / Sources of art and SFX
- Cubiquity
- URL / Useful assets
- curves
- about / (6) Dope/curve view
- Curves features
- used, to improve running of sprite animation / Getting curvy
- curve view, Animator Dope Sheet
- about / (6) Dope/curve view
- custom editors
- about / Custom editors
- URL / Custom editors
- custom property drawers / Custom property drawers
- custom serialization / Serializing your data
D
- 2D
- and 3D, mixing / 2D doesn't mean you have to use only 2D
- and 3D, mixing up / Mixing up 2D and 3D
- 2D button behaviors
- adding / Adding 2D button behaviors
- 2D colliders
- adding / Building the shop scene
- 2D elements
- drawing, shaders used / Shaders and 2D
- 2D game template / Creating the project
- 2D mode
- about / Welcome to 2D
- using / The new 2D mode
- sprites / Sprites
- Unity 4.3 / Other Unity 4.3 improvements
- 2D physics joint options
- about / The Box2D physics system
- 2D physics system
- and 3D physics system, comparison between / The Box2D physics system
- 2D project
- about / Getting your project started – the right way
- structure / Structure
- object naming / Object naming
- creating / Creating the project
- 2D scene
- particle effects, using / Particle effects and 2D
- 2D sprite system
- implementing / Getting your project started – the right way
- about / Introducing the Unity sprite system
- sprites, importing / Importing sprites, Sprite Mode – single/multiple, The Sprite Editor button
- Sprite Editor / Sprite Editor, Automatic, Grid (manual), View controls, Sprite region manipulation
- 3D
- and 2D, mixing / 2D doesn't mean you have to use only 2D
- and 2D, mixing up / Mixing up 2D and 3D
- 3D Mecanim system
- URL / The Animator component
- 3D physics system
- and 2D physics system, comparison between / The Box2D physics system
- data
- serializing / Serializing your data
- saving, to disk / Saving data to disk
- death animation / The death animation
- deathly sprites
- adding / Adding the deathly sprites
- Default shader
- about / Shaders and 2D
- DentedPixels website
- URL / Useful assets
- Dialoguer
- about / Useful assets
- URL / Useful assets
- Diamond-square algorithm / Going procedural
- Diffuse shader
- about / Shaders and 2D
- disk
- data, saving to / Saving data to disk
- dope view, Animator Dope Sheet
- about / (6) Dope/curve view
- dots
- connecting / Connecting the dots
- durable/nonconsumable, in-app purchase option / In-app purchase
E
- eCPM / Ad supported
- editor
- extending / Extending the editor, Extending the editor
- editor, extending
- property drawers / The property drawers
- custom editors / Custom editors
- editor window / The editor window
- Gizmos / Gizmos
- editor menus, building / Building your editor menus
- scripts, running in Editor folder / Running scripts in the Editor folder
- EditorApplication callbacks / The EditorApplication callbacks
- Editor folder
- scripts, running in / Running scripts in the Editor folder
- EditorGUI controls
- URL / The property drawers
- EditorGUILayout
- URL / The editor window
- editor menus
- building / Building your editor menus
- MenuItem attribute, adding / Adding a MenuItem attribute
- MenuItem attribute, enabling / Enabling/disabling a MenuItem attribute
- MenuItem attribute, disabling / Enabling/disabling a MenuItem attribute
- shortcut keys, adding to MenuItem attribute / Adding shortcut keys to a MenuItem attribute
- contextual menus, adding to MenuItem attribute / Adding contextual MenuItems
- editor plugin (.NET only) / The editor plugin (.NET only)
- editor updates / Editor updates
- editor window
- about / The editor window
- editor windows
- URL / The editor window
- empty game objects
- creating / Building the shop scene
- encumbrance system, inventory pattern / Encumbrance system
- enemy
- beefing up / Beefing up the enemy
- profile, creating / The enemy profile/controller
- controller, creating / The enemy profile/controller
- Goblin prefab, updating / Updating the Goblin prefab
- profile, setting up in code / Setting up the enemy profile in the code
- Enemy class / The object-orientated design
- EnemyController class
- selection logic, adding to / Adding selection logic to the EnemyController class
- enemy profile
- setting up, in code / Setting up the enemy profile in the code
- Entity class / The player object
- Entity object
- about / The common game object
- implementing / The common game object
- event systems
- planning / Event systems
- fixed systems / Event systems
- random generation / Event systems
- Exit Time parameter / Connecting animation states
- expansion tips, sprite animation
- about / Going further
- Expression design
- URL / The flow
- extension methods
- extra scenery / The extra scenery
F
- fading process
- used, by level loading update / Updating level loading to use fading
- FBX model post processor
- URL / Processing assets
- fill rate / Ad supported
- first enemy
- adding / Adding the first enemy
- fixed maps
- about / Types of maps, Fixed maps
- URL / Fixed maps
- fixed systems / Event systems
- FixedUpdate method
- and LateUpdate method, comparing / Comparing Update, FixedUpdate, and LateUpdate
- and Update method, comparing / Comparing Update, FixedUpdate, and LateUpdate
- about / Comparing Update, FixedUpdate, and LateUpdate, The missing random piece
- float parameter
- updating / Accessing controllers from a script
- flocking, AI / Basic Artificial Intelligence
- FollowCamera script / A better FollowCamera script
- foreground objects
- adding / Foreground objects
- Free Achievement Framework
- Freemind
- URL / The flow
- free resource, maps
- URL / Sources of art and SFX
G
- game
- marketing / Marketing your game
- GameDev Market
- URL / Sources of art and SFX
- game object
- tagging / Journeying onwards
- GameState class
- about / Getting back home
- game structure
- common game object / The common game object
- general techniques, procedural generation
- iterated function systems / Going procedural
- L-systems / Going procedural
- Diamond-square algorithm / Going procedural
- midpoint displacement algorithm / Going procedural
- perlin noise system / Going procedural
- simplex noise system / Going procedural
- generated maps / Types of maps
- about / Generated maps
- in-game generated maps / In-game generated maps
- generators
- URL / Privacy policy
- generics
- URL / Serializing your data
- GetComponent function / An even better way
- GetRouteInfo
- about / Planning for the larger picture
- GetWindowWithRect function / The editor window
- Gimzo-driven design tutorial
- URL / Gizmos
- GitHub
- URL / MonoDevelop 4.01
- Gizmos
- GL library
- URL / Transitions
- Goblin, with 3D particles
- about / The pesky Goblin reacts with 3D particles
- 2D and 3D, mixing up / Mixing up 2D and 3D
- particle effects, used in 2D scene / Particle effects and 2D
- deathly sprites, adding / Adding the deathly sprites
- material, creating for particle effect / Creating the material for the particle effect
- Goblin prefab, restructuring / Restructuring the Goblin prefab
- particles, adding / Adding the particles
- death animation / The death animation
- particles, adding to animation / Adding particles to the animation
- dots, connecting / Connecting the dots
- GoblinEnemy game object, creating / Making the new GoblinEnemy game object a prefab and adding it to the battle
- problems / Houston, we have a problem!
- GoblinEnemy game object
- Goblin prefab
- updating / Updating the Goblin prefab
- restructuring / Restructuring the Goblin prefab
- Google AdMob publisher / Ad supported
- gotchas
- packaging / Packaging gotchas
- GUI.DrawTexture function / Splash screens
- GUI.DrawTextureWithTexCoords function
- about / Managing your inventory
- GUI system, Unity
- about / Bring on the GUI
- command bar / The command bar
- command button / The command button
- command bar, adding to battle scene / Adding the command bar to the scene
H
- handles
- URL / Custom editors
- hero character
- importing / The hero
- controlling / Controlling the hero
- hierarchyWindowChanged event / The EditorApplication callbacks
- hierarchyWindowItemOnGUI event / The EditorApplication callbacks
- home town
- setting up / Backgrounds and layers
- assets, creating / To slice or not to slice
- town background, adding / The town background
- town buildings / The town buildings
- extra scenery / The extra scenery
I
- Icons to Characters RTP / Gathering the shop assets
- idle animation clip
- import settings, sprites
- Texture type / Texture type – sprite
- Sprite Mode / Sprite Mode – single/multiple
- Packing tag / Packing tag
- Pixels to units option / Pixels to units
- Sprite Editor button / The Sprite Editor button
- impressions / Ad supported
- in-app purchase option
- about / In-app purchase
- durable/nonconsumable / In-app purchase
- consumables / In-app purchase
- in-game currency option / In-game currency
- in-game generated maps / In-game generated maps
- in-game menu structures
- building / Building in-game menu structures
- in-game menu structures, building
- screens / The screens
- flow / The flow
- indie resources
- URL / Highlights from the Web
- Inneractive publisher / Ad supported
- input
- managing / Managing input
- input order
- managing / Managing input order
- input priorities
- managing / Managing input priorities
- insult sword fighting scene
- URL / Proving ground
- interfaces
- URL / Advanced coding
- inventory
- laying out / Laying out your inventory
- managing / Managing your inventory
- inventory items
- creating / Creating inventory items
- inventory pattern
- Rule of '99 / Rule of '99
- encumbrance system / Encumbrance system
- slot-based system / Slot-based system
- mini game / A mini game
- real world, implementing / Real world
- items
- about / The power of an item
- properties / The power of an item
- iterated function systems / Going procedural
J
- JSON serialization / Serializing your data
L
- L-systems / Going procedural
- Lamdas
- Language Manager Asset
- URL / Useful assets
- large map
- building / The larger view
- LateUpdate method
- and Update method, comparing / Comparing Update, FixedUpdate, and LateUpdate
- and FixedUpdate method, comparing / Comparing Update, FixedUpdate, and LateUpdate
- about / Comparing Update, FixedUpdate, and LateUpdate
- LeenTween
- about / Useful assets
- URL / Useful assets
- Lerp function / Managing input
- leveling up, battle scene / Leveling up
- level loading
- updating, to use fading / Updating level loading to use fading
- load function
- implementing / Making your game save and load functions
- testing / Testing your Save and Load functions
- LookLike function / Editor updates
- Lotaris
- URL / In-app purchase
- low-level graphics library
- URL / Transitions
M
- Main
- MainCamera script
- about / Adding the map
- main character
- importing / Importing our main character
- main menu, screens / The main menu
- Mana Break
- URL / Extending the editor
- map
- adding / Adding the map
- MapPoint prefabs
- creating, for reuse / Creating the MapPoint prefabs for reuse
- map types
- fixed maps / Types of maps
- generated maps / Types of maps
- material
- creating, for particle effect / Creating the material for the particle effect
- Material property / Transitions
- Mathf.Clamp01 function / Transitions
- Mecanim AI considerations / Mecanim AI considerations
- Mecanim system
- about / The new animation Dope Sheet
- Mecanim tool / Improved Mecanim performance
- MenuItem attribute
- adding / Adding a MenuItem attribute
- enabling / Enabling/disabling a MenuItem attribute
- disabling / Enabling/disabling a MenuItem attribute
- shortcut keys, adding to / Adding shortcut keys to a MenuItem attribute
- contextual menus, adding to / Adding contextual MenuItems
- MenuItem class
- Microsoft PubCenter publisher / Ad supported
- midpoint displacement algorithm / Going procedural
- Mindmap tool
- screen flow / The flow
- mini game, inventory pattern / A mini game
- missing random piece
- about / The missing random piece
- modern floating UI approach, RPG UI / Modern floating UI approach
- modifierKeysChanged event / The EditorApplication callbacks
- MonoBehaviour class / Accessing components using a shortcut
- Mono compiler
- URL / MonoDevelop 4.01
- MonoDevelop 4.01 / MonoDevelop 4.01
- MonoDevelop editor
- URL / MonoDevelop 4.01
- movie textures / Movie textures
- multiple cases
- planning for / Planning for multiple cases
N
- native plugins (Pro only)
- about / Native plugins (Pro only)
- advantage / Native plugins (Pro only)
- URL / Native plugins (Pro only)
- NavigateTo
- about / Planning for the larger picture
- NavigateTo method / Leaving the shop
- navigation GUI
- displaying / Traveling by click or touch
- input, managing / Managing input
- input priorities, managing / Managing input priorities
- input order, managing / Managing input order
- animation curves, configuring / Getting curvy
- start location, fixing / Fixing the start location
- NavigationManager script
- about / Putting it together
- updating / Updating the NavigationManager script
- NavigationPrompt script
- updating / Updating the NavigationPrompt script
- about / Managing input priorities
- Nav Mesh / Dynamic Nav Mesh (Pro version only)
- NavMesh
- URL / Even more AI
- neural networks, AI / Basic Artificial Intelligence
- new scene
- building / Building the new scene
O
- object naming, 2D project
- about / Object naming
- Object Orientated (OO) system / The object-orientated design
- object orientated design
- about / The object-orientated design
- OnDestroy method
- about / Getting back home
- OnGUI method / Journeying onwards
- OpenGameArt site
- URL / Sources of art and SFX
P
- paid
- with trial / Paid with trial
- paid-only pattern / Paid
- parallaxing / Parallaxing
- particle effect
- material, creating for / Creating the material for the particle effect
- particle effects
- about / Mixing up 2D and 3D
- used, in 2D scene / Particle effects and 2D
- particles
- adding / Adding the particles
- adding, to animation / Adding particles to the animation
- path-finding, AI / Basic Artificial Intelligence
- Path attribute / Processing the build
- payment pattern
- about / Getting paid
- paid-only pattern / Paid
- paid, with trial / Paid with trial
- ad-supported option / Ad supported
- in-app purchase option / In-app purchase
- in-game currency option / In-game currency
- perlin noise system / Going procedural
- Pixel snap
- about / Shaders and 2D
- places of interest
- adding / Adding places of interest
- platform
- accessing / Access to the platform
- platform, accessing
- static events / Static events in your Unity project
- platform DLLs, embedding / Embedding platform DLLs
- platform differences
- handling / Handling platform differences
- preprocessor directives / Preprocessor directives
- Unity access, obtaining / Getting access to Unity
- platform, accessing / Access to the platform
- native plugins (Pro only) / Native plugins (Pro only)
- platform DLLs
- embedding / Embedding platform DLLs
- platform DLLs, embedding
- editor plugin (.NET only) / The editor plugin (.NET only)
- platform plugin / The platform plugin
- plugin, accessing / Accessing the plugin
- platform plugin / The platform plugin
- player character's behaviour
- defining / Behaviors for the player's character
- Player inventory behavior
- adding / Adding the Player inventory behavior
- player inventory definition
- updating / Updating the player inventory definition
- player object
- about / The player object
- PlayerPrefs
- using / Using PlayerPrefs
- URL / Using PlayerPrefs
- PlayerSprite object
- about / Extra credit
- playmodeStateChanged event / The EditorApplication callbacks
- plugin
- accessing / Accessing the plugin
- Power Of Two (POT) / Shaders and 2D
- precompiler directives, Unity
- Prefab option / Creating the MapPoint prefabs for reuse
- preprocessor directives
- about / Preprocessor directives
- UNITY_EDITOR / Preprocessor directives
- UNITY_EDITOR_WIN / Preprocessor directives
- UNITY_EDITOR_OSX / Preprocessor directives
- UNITY_STANDALONE / Preprocessor directives
- UNITY_STANDALONE_OSX / Preprocessor directives
- UNITY_DASHBOARD_WIDGET / Preprocessor directives
- UNITY_STANDALONE_WIN / Preprocessor directives
- UNITY_STANDALONE_LINUX / Preprocessor directives
- UNITY_WEBPLAYER / Preprocessor directives
- UNITY_WII / Preprocessor directives
- UNITY_IPHONE / Preprocessor directives
- UNITY_ANDROID / Preprocessor directives
- UNITY_PS3 / Preprocessor directives
- UNITY_XBOX360 / Preprocessor directives
- UNITY_FLASH / Preprocessor directives
- UNITY_BLACKBERRY / Preprocessor directives
- UNITY_WP8 / Preprocessor directives
- UNITY_WP_8_1 / Preprocessor directives
- UNITY_METRO / NETFX_CORE / Preprocessor directives
- UNITY_METRO_8_0 / Preprocessor directives
- UNITY_METRO_8_1 / Preprocessor directives
- UNITY_WINRT / Preprocessor directives
- UNITY_WINRT_8_0 / Preprocessor directives
- UNITY_WINRT_8_1 / Preprocessor directives
- save system, updating for another platform / Updating the save system for another platform
- build note / Build note
- primitives
- about / Transitions
- privacy policy, screens / Privacy policy
- problems
- Mecanim AI considerations / Mecanim AI considerations
- animation system / Animation, states, and looping
- states / Animation, states, and looping
- looping / Animation, states, and looping
- Procedural Content Generation Wiki
- procedural generation
- about / Going procedural
- procedural generation reddit
- URL / Going procedural
- procedural worlds generation
- URL / Procedural generation
- profile, enemy
- creating / The enemy profile/controller
- project
- running, in battle scene / The final run-through
- projectWindowChanged event / The EditorApplication callbacks
- projectWindowItemOnGUI event / The EditorApplication callbacks
- Proof of Concept (POC) projects / Getting your project started – the right way
- properties
- configuring / Creating inventory items
- property drawers
- about / The property drawers
- URL / The property drawers
- examples / Property drawers examples
- built-in property drawers / Built-in property drawers
- custom property drawers / Custom property drawers
- pseudo-random
- about / Exploring randomness
- publishers, ad-supported option
- Microsoft PubCenter / Ad supported
- Smaato / Ad supported
- Inneractive / Ad supported
- Google AdMob / Ad supported
- Purchasing function / Adding 2D button behaviors
R
- random code/generation
- adding / Planning for random code/generation
- random generation / Event systems
- randomness
- about / Exploring randomness
- drawback / Exploring randomness
- URL / Exploring randomness
- random code/generation, adding / Planning for random code/generation
- True Random Number Generators (TRNGs) / True randomness
- Rect variable / Custom property drawers
- Reddit.com
- about / Going procedural
- referencing
- resolution, camera
- about / The perils of resolution
- RidgidBody object / A better way to use components – referencing
- RigidBody2D properties video
- URL / Controlling the hero
- RigidBody2D settings / Controlling the hero
- RouteInformation
- about / Planning for the larger picture
- RPG UI overlays
- about / Efficient RPG UI overlays
- adventurer's overlay / The adventurer's overlay
- context-sensitive overlay / A context-sensitive overlay
- modern floating UI approach / Modern floating UI approach
- need, balancing of players / Balancing the need
- rule-based expert systems, AI / Basic Artificial Intelligence
- Rule of '99, inventory pattern / Rule of '99
- run animation clip
- adding / Adding another animation clip (run)
S
- sample rate, Animator Dope Sheet
- saved data
- modeling / Modeling your saved data
- save function
- implementing / Making your game save and load functions
- testing / Testing your Save and Load functions
- save system
- updating, for another platform / Updating the save system for another platform
- scene
- building / Building the scene
- town background, adding / Adding the town background
- sorting layers / Sprite sorting layers
- sprite, sorting / Sprite sorting order
- sorting layers, updating / Updating the scene Sorting Layers
- screens
- about / The screens, About the screen
- splashscreens / Splash screens
- loading / Loading screens
- main menu / The main menu
- slots/level selections, saving / Save slots/level selections
- settings pages / Settings pages
- privacy policy / Privacy policy
- pausing / Pause screens
- additionals / Additionals (purchasing, achievements, leaderboards, and so on)
- social integration / Social
- screen space
- about / Screen space and world space
- ScriptableObject class / The common game object
- scripting resources
- about / Scripting resources, Other scripting resources
- editor, extending / Extending the editor
- AI elements, building / Even more AI
- procedural generation / Procedural generation
- advanced coding / Advanced coding
- scripts
- running, in Editor folder / Running scripts in the Editor folder
- scripts, Editor folder
- alternative approaches / Alternative approaches
- [InitialiseOnLoad] attribute / The [InitialiseOnLoad] attribute
- EditorApplication callbacks / The EditorApplication callbacks
- approaches, mixing / Mixing it up
- scripts wiki
- searchChanged event / The EditorApplication callbacks
- selection circle prefab
- creating / The selection circle prefab
- selection logic
- adding, to EnemyController class / Adding selection logic to the EnemyController class
- sensors
- about / Sensors
- serialization
- URL / Serializing your data
- serializers
- binary serialization / Serializing your data
- XML serialization / Serializing your data
- JSON serialization / Serializing your data
- custom serialization / Serializing your data
- SetPosition function / The command bar
- settings
- working with / Working with settings
- settings, games
- PlayerPrefs, using / Using PlayerPrefs
- data, serializing / Serializing your data
- data, saving to disk / Saving data to disk
- saved data, modeling / Modeling your saved data
- save function, implementing / Making your game save and load functions
- load function, implementing / Making your game save and load functions
- load function, testing / Testing your Save and Load functions
- save function, testing / Testing your Save and Load functions
- web backend, implementing / Backing up to the Web
- settings pages, screens / Settings pages
- several paths
- defining / Planning for the larger picture
- SFX sources
- about / Sources of art and SFX
- shaders
- used, for drawing 2D elements / Shaders and 2D
- URL / Shaders and 2D
- shop
- building / Building your shop
- managing / Managing the shop
- stocking / Stocking the shop
- exiting / Leaving the shop
- entering / Entering the shop
- shop assets
- gathering / Gathering the shop assets
- shop layouts
- examples / Building your shop
- shopping
- need for / Why do we shop?
- shop scene
- building / Building the shop scene
- shortcut keys
- adding, to MenuItem attribute / Adding shortcut keys to a MenuItem attribute
- simplex noise system / Going procedural
- sites
- used, for assets / Collection of sites
- sites, assets
- Art / Getting assets
- Audio / Getting assets
- Skyrim
- about / Encumbrance system
- slot-based system, inventory pattern / Slot-based system
- slots/level selections
- saving / Save slots/level selections
- Smaato publisher / Ad supported
- SortingLayer properties
- URL / Adding the particles
- sorting layers
- about / Sprite sorting layers
- updating / Updating the scene Sorting Layers
- spawning points
- setting up / Spawning the horde, Getting back home
- speed parameter / Connecting animation states
- splashscreens / Splash screens
- sprite
- sorting / Sprite sorting order
- sprite animation
- about / Sprite animation
- running, prerequisites / Putting it together
- animation controller, setting up / Setting up the animation controller
- idle animation clip, adding / Adding your first animation clip (idle)
- run animation clip, adding / Adding another animation clip (run)
- animation states, connecting / Connecting animation states
- controllers, accessing from script / Accessing controllers from a script
- extending / Extra credit
- run, improving with Curves feature / Getting curvy
- expansion tips / Going further
- Sprite Editor / Sprite Editor
- about / Sprite Editor
- region manipulation / Sprite region manipulation
- Sprite Editor button
- about / The Sprite Editor button
- Sprite Editor functions
- sprite splitter (slicer) / Sprite splitter (slicer), Automatic, Grid (manual)
- view controls / View controls
- sprite meshes / Sprite meshes
- sprite region manipulation
- about / Sprite region manipulation
- Sprite Renderer / Sprite Renderer
- sprites
- about / Sprites
- characteristics / Sprites
- Sprite Renderer / Sprite Renderer
- Sprite Editor / Sprite Editor
- heets / Spritesheets
- texture atlases / Texture atlases
- sprite meshes / Sprite meshes
- Box2D physics system / The Box2D physics system
- animation Dope Sheet / The new animation Dope Sheet
- importing / Importing sprites
- Sprites-Default
- about / Shaders and 2D
- spritesheets / Spritesheets
- sprite splitter advanced options
- sprite splitter modes
- automatic / Automatic
- grid (manual) / Grid (manual)
- Sprite Texture option
- about / Shaders and 2D
- Star Command game
- URL / Adding a little flair
- Start function
- about / Managing input priorities
- start location
- fixing / Fixing the start location
- state machines
- about / State machines
- using / State machines
- states, defining / Defining states
- C# switch statement, using / Simple singular choice
- multiple cases / Planning for multiple cases
- state managers / State managers
- state machines, AI / Basic Artificial Intelligence
- state managers / State managers
- states
- defining / Defining states
- Idle / Adding the first enemy
- Run Away / Adding the first enemy
- Attack / Adding the first enemy
- Defend / Adding the first enemy
- transitions / Adding the first enemy
- static classes / The static classes
- static events
- static properties
- about / Getting back home
- StopAllCoroutines function / Transitions
- structure, 2D project
- system
- designing, questions / Why do we shop?
T
- TakeDamage object
- target
- selecting / Selecting a target
- selection circle prefab, creating / The selection circle prefab
- selection logic, adding to EnemyController class / Adding selection logic to the EnemyController class
- terms, ad-supported option
- fill rate / Ad supported
- impressions / Ad supported
- Click through rate (CTR) / Ad supported
- eCPM / Ad supported
- ad types / Ad supported
- texture atlases / Texture atlases
- Texture Atlas packing feature
- URL / Packing tag
- this keyword
- about / Traveling by click or touch
- thumb rule
- about / To slice or not to slice
- Tiled
- URL / In-game generated maps
- time controls, Animator Dope Sheet
- about / (1) The time/recording controls
- timeline, Animator Dope Sheet
- about / (5) Timeline
- keyboard shortcuts / (5) Timeline
- Tint option
- about / Shaders and 2D
- touch, on screen
- moving by / Traveling by click or touch
- town background
- town buildings / The town buildings
- towns
- with borders / Towns with borders
- transitioning
- about / Transitioning and bounds
- transitions
- about / Transitions
- level load updating, to use fading / Updating level loading to use fading
- True Random Number Generators (TRNGs) / True randomness
- tweening solutions
- URL / Useful assets
U
- Unity
- access, obtaining to / Getting access to Unity
- Unity's Unite conferences
- Unity, Google Services
- URL / Backing up to the Web
- Unity3D
- code, pushing from / Pushing code from Unity3D
- assets, processing / Processing assets
- build, processing / Processing the build
- Unity3D learn site
- URL / Highlights from the Web
- Unity 4.3
- Mecanim tool / Improved Mecanim performance
- Windows Phone API, improvements / The Windows Phone API improvements and Windows 8.1 support
- Windows 8.1 support / The Windows Phone API improvements and Windows 8.1 support
- advantages / The Windows Phone API improvements and Windows 8.1 support
- Nav Mesh / Dynamic Nav Mesh (Pro version only)
- editor updates / Editor updates
- MonoDevelop 4.01 / MonoDevelop 4.01
- movie textures / Movie textures
- Unity 5 / An even better way
- Unity access, obtaining
- UnityEngine namespace, accessing / Accessing the UnityEngine namespace
- static classes / The static classes
- UnityEngine namespace
- accessing / Accessing the UnityEngine namespace
- Unity GUI (uGUI) / Managing your inventory
- Unity New Project wizard / Creating the project
- Unity Patterns
- URL / Working with the camera
- Unity sample projects
- URL / Working with the camera
- UnityToolbag
- Unity wiki scripts
- URL / Working with the camera
- Update event / The EditorApplication callbacks
- Update function / Accessing controllers from a script, Fixing the start location
- Update method
- and FixedUpdate method, comparing / Comparing Update, FixedUpdate, and LateUpdate
- and LateUpdate method, comparing / Comparing Update, FixedUpdate, and LateUpdate
- about / Comparing Update, FixedUpdate, and LateUpdate
- uTiled
- URL / In-game generated maps
V
- Vector3 property / Extra credit
- VG resource
- URL / Sources of art and SFX
- view controls
- Revert / View controls
- Apply / View controls
- Alpha/Color / View controls
- Zoom slider / View controls
- Vserv.mobi
- URL / Ad supported
W
- WaitForEndOfFrame function
- about / Spawning the horde
- web backend
- implementing / Backing up to the Web
- benefits / Backing up to the Web
- Web highlights
- about / Highlights from the Web
- while loop
- about / Spawning the horde
- world space
- about / Screen space and world space
- WWW class
- URL / Backing up to the Web
X
- XML serialization / Serializing your data