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)

Namespace redux

As your applications get more complicated, you'll start to section off your code into namespaces, ensuring that you have control over where and when it's accessed. You'll also use third-party software tools and plugins to save on time implementing a feature from the ground up that someone else has already made available. Both of these scenarios show that you're progressing with your programming knowledge, but they can also cause namespace conflicts. 

Namespace conflicts happen when there are two or more classes or types with the same name, which happens more than you'd think. Good naming habits tend to produce similar results, and before you know it, you're dealing with multiple classes named Error or Extension, and Visual Studio is throwing out errors. Luckily, C# has a simple solution to these situations: type aliasing.