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 – using empty objects

Our level has a few objects that could use some organization, and Unity makes this easy by letting us create empty GameObjects. An empty object is a perfect container for holding related groups of objects because it doesn't come with any components attached—it's a shell. 

Let's take our ground plane and four walls and group them all under a common empty GameObject:

  1. Select Create | Create Empty in the Hierarchy panel and name the new object Environment.
  2. Drag and drop the ground plane and the four walls into Environment, making them child objects.
  3. Select the Environment empty object and check that its X, Y, and Z positions are all set to 0:

The environment exists in the Hierarchy tab as a parent object, with the arena objects as its children. Now we're able to expand or close the Environment object drop-down list with the arrow icon, making the Hierarchy panel less cluttered.