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
Movement, Camera Controls, and Collisions

One of the first things players do when starting a new game is familiarize themselves with character movement and camera controls. Not only is this exciting, but it also lets your players know what kind of gameplay they can expect. Hero Born's character will be a capsule primitive that can be moved and rotated using the W,A, S, D, or arrow keys.

We'll start by learning how to manipulate an object's Transform component and then replicate the same control scheme using applied force, which produces a more realistic movement effect. When we move the player, the camera will follow along from a position slightly behind and above, making aiming easier when we implement the shooting mechanic. Finally, we'll explore how collisions and physical interactions are handled by Unity's physics system by working with our item pickup prefab.

The following topics...