Book Image

Learning C# by Developing Games with Unity 2020 - Fifth Edition

By : Harrison Ferrone
Book Image

Learning C# by Developing Games with Unity 2020 - Fifth Edition

By: Harrison Ferrone

Overview of this book

Over the years, the Learning C# by Developing Games with Unity series has established itself as a popular choice for getting up to speed with C#, a powerful and versatile programming language that can be applied in a wide array of application areas. This book presents a clear path for learning C# programming from the ground up without complex jargon or unclear programming logic, all while building a simple game with Unity. This fifth edition has been updated to introduce modern C# features with the latest version of the Unity game engine, and a new chapter has been added on intermediate collection types. Starting with the basics of software programming and the C# language, you’ll learn the core concepts of programming in C#, including variables, classes, and object-oriented programming. Once you’ve got to grips with C# programming, you’ll enter the world of Unity game development and discover how you can create C# scripts for simple game mechanics. Throughout the book, you’ll gain hands-on experience with programming best practices to help you take your Unity and C# skills to the next level. By the end of this book, you’ll be able to leverage the C# language to build your own real-world Unity game development projects.
Table of Contents (16 chapters)
Revisiting Types, Methods, and Classes

Now that you've programmed the game mechanics and interactions with Unity's built-in classes, it's time to expand our core C# knowledge and focus on the intermediate applications of the foundation we've laid. We'll revisit old friends – variables, types, methods, and classes – but we'll target their deeper applications and relevant use cases. Many of the topics we'll be covering don't apply to Hero Born in its current state, so some examples will be standalone rather than be applied directly to the game prototype. 

I'll be throwing a lot of new information your way, so if you feel overwhelmed at any point, don't hesitate to revisit the first few chapters to solidify those building blocks. We'll also be using this chapter to break away from gameplay mechanics...