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  pressing the spacebar to jump!

Now that we have a basic grasp of enumeration types, we can capture keyboard input using the KeyCode enum.

Update PlayerBehavior with the following code, save, and hit Play:

public class PlayerBehavior : MonoBehaviour 
{
public float moveSpeed = 10f;
public float rotateSpeed = 75f;

// 1
public float jumpVelocity = 5f;

private float vInput;
private float hInput;

private Rigidbody _rb;

void Start()
{
_rb = GetComponentRigidbody>();
}

void Update()
{
// ... No changes needed ...
}

void FixedUpdate()
{
// 2
if(Input.GetKeyDown(KeyCode.Space))
{
// 3
_rb.AddForce(Vector3.up * jumpVelocity, ForceMode.Impulse);
}

// ... No other changes needed ...
}
}

Let's break down this code, as follows:

  1. We create a new variable to hold the amount of applied jump force we...