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)

Time for action  creating a ground plane

It's usually easier to walk around when you've got a floor underneath you, so let's start by creating a ground plane using the following steps:

  1. In the Hierarchy panel, click on Create | 3D Object | Plane.
  2. Rename the GameObject to Ground in the Inspector tab:
    • Change the Scale to 3 in the X, Y, and Z axes:

  1. If the lighting in your scene looks dimmer or different from the preceding screenshot, increase the Intensity value of the Directional Light component as follows:

We created a plane GameObject and increased its size to make more room for our future character to walk around. This plane will act like a 3D object bound by real-life physics, meaning other objects can't just fall through. We'll talk more about the Unity physics system and how it works in Chapter 7, Movement, Camera Controls, and Collisions. Right now, we need to start thinking in 3D.