Book Image

Learning C# by Developing Games with Unity 5.x - Second Edition

Book Image

Learning C# by Developing Games with Unity 5.x - Second Edition

Overview of this book

Unity is a cross-platform game engine that is used to develop 2D and 3D video games. Unity 5 is the latest version, released in March 2015, and adds a real-time global illumination to the games, and its powerful new features help to improve a game’s efficiency. This book will get you started with programming behaviors in C# so you can create 2D games in Unity. You will begin by installing Unity and learning about its features, followed by creating a C# script. We will then deal with topics such as unity scripting for you to understand how codes work so you can create and use C# variables and methods. Moving forward, you will find out how to create, store, and retrieve data from collection of objects. You will also develop an understanding of loops and their use, and you’ll perform object-oriented programming. This will help you to turn your idea into a ready-to-code project and set up a Unity project for production. Finally, you will discover how to create the GameManager class to manage the game play loop, generate game levels, and develop a simple UI for the game. By the end of this book, you will have mastered the art of applying C# in Unity.
Table of Contents (20 chapters)
Learning C# by Developing Games with Unity 5.x Second Edition
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Starting the game


At the moment, our gameplay starts automatically after pressing the Play button in Unity. This was convenient for testing running and jumping. If you look into the Start method in GameManager, you will notice we are calling the start game there. Let's remove that line and keep the Start method empty for now.

Further in the development of this game, we will have a nice Graphic User Interface (GUI) to control the game states by pressing buttons like Start Game, Restart, and so on. For now, we should focus on functionality only and leave the GUI for later. However, we do need an easy way to call the events at runtime. Why not use the keyboard for now? You probably remember using Input.GetKeyDown. If you don't remember much, dive into Unity Scripting Reference again and search for Input.GetKeyDown.

Let's say when each time user presses S on the keyboard, we will fire up the StartGame method on GameManager. Before we start adding code, we need to make sure that currentGameState...