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	<title>Comments on: Unity day 11: Terrain overview and Scripting</title>
	<link>http://blog.hanfordlemoore.com/2008/09/30/unity-day-11-terrain-overview-and-scripting</link>
	<description>User Interface , Art, Design, Games</description>
	<pubDate>Tue, 06 Jan 2009 23:54:37 +0000</pubDate>
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 		<title>Comment on Unity day 11: Terrain overview and Scripting by: Tom Higgins</title>
		<link>http://blog.hanfordlemoore.com/2008/09/30/unity-day-11-terrain-overview-and-scripting#comment-452572</link>
		<pubDate>Fri, 17 Oct 2008 13:14:44 +0000</pubDate>
		<guid>http://blog.hanfordlemoore.com/2008/09/30/unity-day-11-terrain-overview-and-scripting#comment-452572</guid>
					<description>I think that a description of how to save game state data is a bit long for inclusion here but it's most definitely within reach. As to dynamic additin of models to your scene you can do that in a few ways, either build them during authoring then export as AssetBundles which are then loaded on the fly via the WWW class, or build it all at run-time using code (where you place the various objects using scripting). The &quot;tricks&quot; required are mostly to ensure that you place them at the right overall location (and at the right y-height to be above the terrain) and of course with a proper orientation. As to your last one, core functions, you can define your own static functions that are then available everywhere. For example, make a JavaScript file, name it HanfordsFunctions, then in that file define a static function that does something of interest:

static function MyFunction (aVariable) {
 // do some work here
}

Then you can call that from anywhere using HanfordsFunctions.MyFunction(...). Drop me an email and we can go over in more detail. Keep having fun and let's talk soon!</description>
		<content:encoded><![CDATA[	<p>I think that a description of how to save game state data is a bit long for inclusion here but it&#8217;s most definitely within reach. As to dynamic additin of models to your scene you can do that in a few ways, either build them during authoring then export as AssetBundles which are then loaded on the fly via the <span class="caps">WWW</span> class, or build it all at run-time using code (where you place the various objects using scripting). The &#8220;tricks&#8221; required are mostly to ensure that you place them at the right overall location (and at the right y-height to be above the terrain) and of course with a proper orientation. As to your last one, core functions, you can define your own static functions that are then available everywhere. For example, make a JavaScript file, name it HanfordsFunctions, then in that file define a static function that does something of interest:</p>
	<p>static function MyFunction (aVariable) {</p>
	<p> // do some work here<br />
}</p>
	<p>Then you can call that from anywhere using HanfordsFunctions.MyFunction(...). Drop me an email and we can go over in more detail. Keep having fun and let&#8217;s talk soon!</p>
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