Book Image

Learning C# by Developing Games with Unity 2019 - Fourth Edition

By : Harrison Ferrone
Book Image

Learning C# by Developing Games with Unity 2019 - Fourth Edition

By: Harrison Ferrone

Overview of this book

Learning to program in today’s technical landscape can be a daunting task, especially when faced with the sheer number of languages you have to choose from. Luckily, Learning C# with Unity 2019 removes the guesswork and starts you off on the path to becoming a confident, and competent, programmer using game development with Unity. You’ll start off small by learning the building blocks of programming, from variables, methods, and conditional statements to classes and object-oriented systems. After you have the basics under your belt you’ll explore the Unity interface, creating C# scripts, and translating your newfound knowledge into simple game mechanics. Throughout this journey, you’ll get hands-on experience with programming best practices and macro-level topics such as manager classes and flexible application architecture. By the end of the book, you’ll be familiar with intermediate C# topics like generics, delegates, and events, setting you up to take on projects of your own.
Table of Contents (20 chapters)
Free Chapter
1
Section 1: Programming Foundations and C#
7
Section 2: Scripting Game Mechanics in Unity
12
Section 3: Leveling Up Your C# Code

Simple debugging

While we're working through practical examples, we'll need a way to print out information and feedback to the console. The term for this is debugging, and C# and Unity provide helper methods to make this process easy. Whenever I ask you to debug or print something out, please use one of the following methods:

  • For simple text or individual variables, use a standard Debug.Log(). Text needs to be inside a set of parentheses, and variables can be used directly with no added characters:
Debug.Log("Text goes here.");
Debug.Log(yourVariable);
  • For more complex debugging, use Debug.LogFormat(). This will let you place variables inside the printed text by using placeholders marked with a pair of curly brackets. Each set of brackets contains an index, starting from 0, corresponding to a sequential variable.

In the following example, the {0} placeholder is replaced with the variable1...