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
Section 1: Programming Foundations and C#
Section 2: Scripting Game Mechanics in Unity
Section 3: Leveling Up Your C# Code

Animating in Unity

Animating objects in Unity can range from a simple rotation effect all the way to complex character movements and actions, all of which are controlled through the Animation and Animator windows:

  • The Animation window is where animation segments, called clips, are created and managed using a timeline. Object properties are recorded along this timeline and played back to create an animated effect.
  • The Animator window manages these clips and their transitions using objects called animation controllers.
You can find more information on the Animator window and controllers here:

Creating clips

Any GameObject that you want to apply an animation clip to needs to have an Animator component attached with an Animation Controller set. If there is no controller in the project when a new clip is created, Unity will create one and save it at the location...