Saving data to XML is an important and powerful ability. XML is such a common data-interchange format that almost all data-driven applications must support it, both for loading and saving data. Nevertheless, XML files are often large, syntactically verbose, and inappropriate for saving small nuggets of data. XML files can be needlessly large in file size, and can be time-consuming to process. As a result, JSON has emerged as a lighter alternative, and it is commonly adopted in games. Since the release of Unity 5.3, JSON is a natively-supported format. Prior to this release, developers needed to use third-party add-ons. This section covers the latest, native JSON tools provided with Unity. However, if you want or need to use an earlier release, take a look at the following free third-party add-on offering JSON support, available at: http://wiki.unity3d...
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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