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Unity 5.x By Example

You're reading from   Unity 5.x By Example An example-based practical guide to get you up and running with Unity 5.x

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Product type Paperback
Published in Mar 2016
Publisher Packt
ISBN-13 9781785888380
Length 402 pages
Edition 1st Edition
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Author (1):
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Alan Thorn Alan Thorn
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Alan Thorn
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Table of Contents (15) Chapters Close

Unity 5.x By Example
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. The Coin Collection Game – Part 1 FREE CHAPTER 2. Project A – the Collection Game Continued 3. Project B – the Space Shooter 4. Continuing the Space Shooter 5. Project C – a 2D Adventure 6. Continuing the 2D Adventure 7. Project D – Intelligent Enemies 8. Continuing with Intelligent Enemies Index

Building


So now it's time to build the game! That is, to compile and package the game into a standalone and self-executing form, which the gamer can run and play without needing to use the Unity Editor. Typically, when developing games, you'll reach a decision about your target platform (such as Windows, iOS, Android, and others) during the design phase and not at the end of development. It's often said that Unity is a 'develop once, deploy everywhere tool. This slogan can conjure up the unfortunate image that, after a game is made, it'll work just as effortlessly on every platform supported by Unity as it does on the desktop.

Unfortunately, things are not so simple; games that work well on desktop systems don't necessarily perform equally well on mobiles and vice versa. This is largely due to the great differences in target hardware and industry standards that hold between them. Due to these differences, I'll focus our attention here to the Windows and Mac desktop platforms, ignoring mobiles...

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