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)

Working with Unity physics

Up to this point. we haven't talked about how the Unity engine works, or how it manages to create lifelike interactions and movement in a virtual space. We'll spend the rest of this chapter learning the basics of Unity's physics system:

The two main components that power Unity's NVIDIA PhysX engine are as follows:

  • Rigidbody components, which allow GameObjects to be affected by gravity and add properties such as Mass and Drag. Rigidbody components can also be affected by an applied force, generating a more realistic movement:

  • Collider components, which determine how and when GameObjects enter and exit each other's physical space or simply collide and bounce away. While there should only be one Rigidbody component attached to a given GameObject, there can be several Collider components. This is commonly referred to as a compound Collider setup:

When two GameObjects collide with each other, the Rigidbody ...