All done but for the shouting

We have succeeded in creating a fully functional local multiplayer turn-based strategy game for a couple of flesh-and-blood players, entirely out of things we found around the house (and Primitives we found in Unity's GameObject menu). We could stop right there, but you were promised AI programming, and AI programming you shall have.

Before we charge into the next chapter, let's take a look back on some of the concepts covered in the warm-up.

You have learned how to:

  • Build a working game in Unity with no imported assets
  • Prevent GameObjects from colliding using the Is Trigger checkbox
  • Refactor code for improved readability and maintenance
  • Create a custom function that returns a value
  • Use the return keyword to spit out a value ...

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