In Unity3d we can develop Scrabble 2d game?

I mean i am trying to develop one scrabble game. In Scrabble we need dictionary.But i have one doubt is there any dictionary functionality in unity3d.Anybody knows share with me friends.
Thank you friends…

You can certainly do this, but you’ll be coding it yourself, or finding things in the Asset Store. Dictionary? I’ve not seen this, but it may be there, or may exist in some C# project on Git or SourceForge.

I find the solution.i stored all words in A.txt , b.txt like this.These all A-Z txt files stored in assets folder.then call that words using TestAssets.That Scripts also shown below.

using UnityEngine;
using System.Collections;
using System.Text.RegularExpressions;
using System.Collections.Generic;

[ExecuteInEditMode]
public class example : MonoBehaviour
{

public TextAsset A;
public TextAsset B;
public TextAsset C;
public TextAsset D;
public TextAsset E;
public TextAsset F;

public TextAsset G;
public TextAsset H;
public TextAsset I;
public TextAsset J;
public TextAsset K;
public TextAsset L;

public TextAsset M;
public TextAsset N;
public TextAsset O;
public TextAsset P;
public TextAsset Q;
public TextAsset R;

public TextAsset S;
public TextAsset T;
public TextAsset U;
public TextAsset V;
public TextAsset W;
public TextAsset X;

public TextAsset Y;
public TextAsset Z;


public GUIText  mytext;

public string tfield="";

private string myString;
private string[] myWords;
private string[] myWordDir;
	

void Start() 
{
	

	
	mytext.gameObject.active = false;
	

}

void OnGUI()
{
	if(GUI.Button(new Rect(100,100,100,50),"Compare"))
	{
					
							
		if(tfield[0] == 'A' || tfield[0] == 'a')
		{
			myString = A.ToString();
			myWords =  myString.Split(new char[]{'

'});

			for(int i = 0; i < myWords.Length ; i++)
			{
				Debug.Log("A");
				if(string.Compare(tfield , myWords*) == 0)*
  •   			{*
    
  •   				Debug.Log("Ok");*
    
  •   				mytext.gameObject.active = true;*
    
  •   				break;*
    
  •   			}*
    
  •   			else*
    
  •   			{*
    
  •   				 Debug.Log("Wrong");*
    
  •   			}					*
    
  •   		}*
    
  •   	}		*
    
  •   	else if(tfield[0] == 'B' || tfield[0] == 'b')*
    
  •   	{*
    
  •   		myString = B.ToString();*
    
  •   		myWords =  myString.Split(new char[]{'
    

'});*

  •   		for(int i = 0; i < myWords.Length ; i++)*
    
  •   		{*
    

_ if(string.Compare(tfield , myWords*) == 0)_
_
{_
_
Debug.Log(“Ok”);_
_
mytext.gameObject.active = true;_
_
break;_
_
}_
_
else*_
* {*
* Debug.Log(“Wrong”);*
* }*

* }*

* } *

* else if(tfield[0] == ‘C’ || tfield[0] == ‘c’)*
* {*
* myString = C.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* {*

_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*
* {
Debug.Log(“Wrong”);
}*_

* }*

* }*

* else if(tfield[0] == ‘D’ || tfield[0] == ‘d’)*
* {*
* myString = D.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* {*

_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘E’ || tfield[0] == ‘e’)*
* {*
* myString = E.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* {*

_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘F’ || tfield[0] == ‘f’)*
* {*
* myString = F.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* { *
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}
}*_

* } *

* else if(tfield[0] == ‘G’ || tfield[0] == ‘g’)*
* {*
* myString = G.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* {*
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘H’ || tfield[0] == ‘h’)*
* {*
* myString = H.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* {*
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘I’ || tfield[0] == ‘i’)*
* {*
* myString = I.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* { *
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘J’ || tfield[0] == ‘j’)*
* {*
* myString = J.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* { *
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘K’ || tfield[0] == ‘k’)*
* {*
* myString = K.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* {*
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘L’ || tfield[0] == ‘l’)*
* {*
* myString = L.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* { *
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘M’ || tfield[0] == ‘m’)*
* {*
* myString = M.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* {*
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘N’ || tfield[0] == ‘n’)*
* {*
* myString = N.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* { *
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘O’ || tfield[0] == ‘o’)*
* {*
* myString = O.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* { *
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘P’ || tfield[0] == ‘p’)*
* {*
* myString = P.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* { *
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘Q’ || tfield[0] == ‘q’)*
* {*
* myString = Q.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* { *
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘R’ || tfield[0] == ‘r’)*
* {*
* myString = R.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* { *
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘S’ || tfield[0] == ‘s’)*
* {*
* myString = S.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* { *
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘T’ || tfield[0] == ‘t’)*
* {*
* myString = T.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* { *
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘U’ || tfield[0] == ‘u’)*
* {*
* myString = U.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* { *
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘V’ || tfield[0] == ‘v’)*
* {*
* myString = V.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* { *
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘W’ || tfield[0] == ‘w’)*
* {*
* myString = W.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* { *
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘X’ || tfield[0] == ‘x’)*
* {*
* myString = X.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* {*
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*

* } *

* else if(tfield[0] == ‘Y’ || tfield[0] == ‘y’)*
* {*
* myString = Y.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* { *
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
}*_

* }*
* }*
* else if(tfield[0] == ‘Z’ || tfield[0] == ‘z’)*
* {*
* myString = Z.ToString();*
* myWords = myString.Split(new char[]{’
'});*

* for(int i = 0; i < myWords.Length ; i++)*
* { *
_ if(string.Compare(tfield , myWords*) == 0)
{
Debug.Log(“Ok”);
mytext.gameObject.active = true;
break;
}
else*

* {
Debug.Log(“Wrong”);
} *_

* } *
* } *

* }*

* tfield = GUI.TextField(new Rect(70,200,200,50),tfield,100);*
* tfield = Regex.Replace(tfield, @“[^a-zA-Z]”, “”); *
* }*

* void Update()*
* {*
* }*
}

For your dictionnary, you can always find a .txt file with a list of all english words and read it with StreamReader.