Game Development Reference
In-Depth Information
Figure 1-25. Creating Root GameObjects to control the scene hierarchy
In addition, as we'll see later, you can call GameObject.BroadcastMessage on the Root object to send
an event or notification to every object in the scene, just by one line of code.
Note More information on BroadcastMessage can be found at the Unity documentation at
http://docs.unity3d.com/Documentation/ScriptReference/Component.BroadcastMessage.html .
Tip #8: Incremental Backups
Making games takes time (sometimes a long time), and time is said to be a wasting resource
because once it's spent and gone, there is no refund. You simply can't get back time that's passed.
So put a value on your time, give it respect, and invest it wisely when developing. One way you
respect your time and effort is by making regular backups of your data to prevent repeating work in
the event of data loss. This is to protect you against unforeseen events, such as computer failures,
data corruption, virus attacks, and other accidents. For Unity projects, making a backup is really as
simple as making a copy of your project folder, and then archiving it onto a separate storage device,
such as an external hard drive or cloud-based storage, or both. Don't make a backup on the same
storage as the original, and keep the backup in a different physical location. For example, if the
original files are at your office, then keep the backup at home. Be sure also to name your backups
appropriately—use a numbering or date-based system—so that it's easy to quickly identify not just
the latest backup, but also to understand the ordering of backups from the earliest to the latest.
 
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