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Designing Levels

  • Casey Hardman

摘要

In some of the first chapters, we talked about mixing the functionality of components and scripts to form different kinds of obstacles. Well, now we finally have a game that can put some of those concepts to use. Let’s see how we can use our existing scripts to make some unique types of hazards, and while we’re at it, let’s consider how to use prefabs to give our game a consistent design for our players.