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Practical Game Design with Unity and Playmaker by Sergey Mohov

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Chapter 3. Components and State Machines

In the previous chapter, we learned about Unity's interface, and the way things are organized and displayed in the Editor. You added a FSM to a game object and briefly looked at the interface elements related to Playmaker. You also manipulated game objects and components using such interface elements as the Hierarchy and Inspector panels, as well as the Scene view. In this chapter we will cover:

  • The Component-based approach to game development that Unity relies on
  • Game objects, components, and their properties in more detail
  • The interchangeable nature of game objects when using components to define appearance and behavior
  • Finite state machines, actions, and transitions
  • Making simple game mechanics using Playmaker ...

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