Both the PlayerPrefs class and third-party INI file readers are useful for saving and loading miscellaneous settings, such as high score, resolution, and volume. For complicated data, such as the state of a level, the positions of objects, or an inventory of items, both PlayerPrefs and INI files quickly become impractical. Instead, more robust storage solutions are needed. At this stage, we have three main options in Unity, namely XML files, binary files, and JSON files. In this section, we'll focus on XML, which refers to an HTML-like language for storing structured, hierarchical data in human-readable text. Here, we'll focus on saving and loading the position, rotation, and scale of all objects in the scene. In essence, this lets us save the complete state of a scene to a file. To start, let's begin with a scene containing some objects...
Mastering Unity 2017 Game Development with C# - Second Edition
Mastering Unity 2017 Game Development with C# - Second Edition
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)
Preface
Free Chapter
Preparation and Asset Configuring
Level Design and Structure
Player Controls - Movement
Player Controls - Typing and Health
Enemies and Artificial Intelligence
Project Management and Version Control
Persistent Data - Load and Save Game States
Performance, Optimization, Mobiles, and More
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