ABSTRACT

This final chapter takes a dramatically different form from all previous chapters of the book in how it approaches our exploration of Unity. It is neither project-based, like most chapters, nor theoretical, like some chapters. Instead, it adopts a simple question- and-answer (Q&A) format. Specifically, it raises a set of questions I find commonly asked by people new to Unity; people who have read and learned about the basics but who still have a few miscellaneous queries, the answers to which are strangely not well documented or easily found. In this chapter I pose these questions on behalf of curious students and then set about answering each of them as clearly and concisely as possible to make them practically relevant to your work. In providing an answer I am not claiming it as the only or even the best answer, but just as one possible answer among many. ‘Better’ or ‘best’ are relative judgements, meaning they depend on person, project and circumstance. The questions are not listed in any particular order but fired off arbitrarily, as though this were a Q&A session at the end of a class. When reading through the answers I encourage you to try out any suggestions in Unity and then think of possible alternatives. Thinking of alternatives is good practice, even if your thinking ends up providing you with nothing that is feasible. At best, the practice can offer you a more suitable alternative, and at worst it will confirm for you in that the original solution is – for the time being at least – the most suitable. So let’s get started.