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Creating E-Learning Games with Unity

You're reading from  Creating E-Learning Games with Unity

Product type Book
Published in Mar 2014
Publisher
ISBN-13 9781849693424
Pages 246 pages
Edition 1st Edition
Languages
Author (1):
David Horachek David Horachek
Profile icon David Horachek

Table of Contents (17) Chapters

Creating E-Learning Games with Unity
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Introduction to E-Learning and the Three Cs of 3D Games 2. Interactive Objects and MissionMgr 3. Mission One – Find the Facts 4. Mission One – Future Proofing the Code 5. User Interfaces in Unity 6. NPCs and Associated Technology 7. Mission Two – Testing a Player's Learning 8. Adding Animations 9. Synthesis of Knowledge 10. An Extensible Game Framework Pattern in Unity Index

Load additively


Recall from Chapter 4, Mission One – Future Proofing the Code, that Unity3D supports the development of games that span multiple scene files. One benefit of splitting a game up into multiple scene files is that we (as programmers) can assign different lifespans to objects based on the scene file they belong to.

The MAIN scene file is designed to not only be the entry point of our game, but it also contains the _global GameObject. This GameObject acts as the parent of a hierarchy of objects that have persistent scope throughout the game. The following GameObjects should have global scope:

  • MainCamera: This is the camera to which the scene will be rendered

  • Player1: This is the name of the GameObject that is the playable character or the hero of the game

  • Score: This is a GUIText element that displays the number of points the player has acquired so far

Every other GameObject will exist in one of the three scene files for the game—LEVEL1, LEVEL2, or LEVEL3. Using the Application.LoadLevelAdditive...

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