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)

Using access modifiers

Now that the basic syntax is no longer a mystery, let's get into the finer details of variable statements. Since we read code from left to right, it makes sense to begin our variable deep-dive with the keyword that traditionally comes first an access modifier.

Take a quick look back at the variables we used in the preceding chapter in LearningCurve and you'll see they had an extra keyword at the front of their statements: public. This is the variable's access modifier. Think of it as a security setting, determining who and what can access the variable's information.

Any variable that isn't marked public is defaulted to private and won't show up in the Unity Inspector panel.

If you include a modifier, the updated syntax recipe we put together at the beginning of this chapter will look like this:

accessModifier dataType uniqueName = value;

While explicit access modifiers aren&apos...