Book Image

Unity 5.x Cookbook

Book Image

Unity 5.x Cookbook

Overview of this book

Unity 5 is a flexible and intuitive multiplatform game engine that is becoming the industry's de facto standard. Learn to craft your own 2D and 3D computer games by working through core concepts such as animation, audio, shaders, GUI, lights, cameras, and scripting to create your own games with one of the most important and popular engines in the industry. Completely re-written to cover the new features of Unity 5, this book is a great resource for all Unity game developers, from those who have recently started using Unity right up to game development experts. The first half of the book focuses on core concepts of 2D game design while the second half focuses on developing 3D game development skills. In the first half, you will discover the new GUI system, the new Audio Mixer, external files, and animating 2D characters in 2D game development. As you progress further, you will familiarize yourself with the new Standard Shaders, the Mecanim system, Cameras, and the new Lighting features to hone your skills towards building 3D games to perfection. Finally, you will learn non-player character control and explore Unity 5's extra features to enhance your 3D game development skills.
Table of Contents (20 chapters)
Unity 5.x Cookbook
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Improving efficiency with delegates and events and avoiding SendMessage!


Optimization principal 2: Minimize actions requiring Unity to perform "reflection" over objects and searching of all current scene objects.

When events can be based on visibility, distance, or collisions, we can use such events as OnTriggerExit and OnBecomeInvisible, as described in some of the previous recipes. When events can be based on time periods, we can use coroutines, as described in other recipes in this chapter. However, some events are unique to each game situation, and C# offers several methods of broadcasting user-defined event messages to scripted objects. One approach is the SendMessage(…) method, which, when sent to a GameObject, will check every Monobehaviour scripted component and execute the named method if its parameters match. However, this involves an inefficient technique known as reflection. C# offers another event message approach known as delegates and events, which we describe and implement...