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Procedural Content Generation for Unity Game Development

You're reading from   Procedural Content Generation for Unity Game Development Harness the power of procedural content generation to design unique games with Unity

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785287473
Length 260 pages
Edition 1st Edition
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Author (1):
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 Watkins Watkins
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Watkins
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Summary


This completes the implementation of modular weapons. Remember that for our weapon prefab, all you need to do is add another set of three modules (blade, hilt, and handle) to drastically increase the number of combinations that the Weapon prefab can take. We did more than just create a useless modular weapon, though; we actually implemented its full functionality. This gave us some insight on a few different development techniques, such as scripted animation.

In this chapter, you learned about what a modular weapon is and the concept of breaking a structure down to small reusable parts. You learned that a few additional modules can create exponentially more combinations. We also developed one technique in procedurally generating and combining sprites to make a whole GameObject. Lastly, you developed a system to animate the weapon action via a script alone.

There are some optimizations that can be made with this system that I will leave up to you. Remember, every GameObject we add to...

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