Book Image

Game Development with Unity for .NET Developers

By : Jiadong Chen
Book Image

Game Development with Unity for .NET Developers

By: Jiadong Chen

Overview of this book

Understand what makes Unity the world’s most widely used real-time 3D development platform and explore its powerful features for creating 3D and 2D games, as well as the Unity game engine and the Microsoft Game Dev, including the Microsoft Azure Cloud and Microsoft Azure PlayFab services, to create games. You will start by getting acquainted with the Unity editor and the basic concepts of Unity script programming with C#. You'll then learn how to use C# code to work with Unity's built-in modules, such as UI, animation, physics, video, and audio, and understand how to develop a game with Unity and C#. As you progress through the chapters, you'll cover advanced topics such as the math involved in computer graphics and how to create a custom render pipeline in Unity with the new Scriptable Render Pipeline, all while optimizing performance in Unity. Along the way, you'll be introduced to Microsoft Game Dev, Azure services, and Azure PlayFab, and using the Unity3D PlayFab SDK to access the PlayFab API. By the end of this Unity book, you'll have become familiar with the Unity engine and be ready to develop your own games while also addressing the performance issues that you could encounter in the development process.
Table of Contents (16 chapters)
1
Part 1: Basic Unity Concepts
4
Part 2: Using C# Scripts to Work with Unity's Built-In Modules
9
Part 3: Advanced Scripting in Unity

Working with vectors

In game development, we use vectors to define directions and positions. As shown in the following figure, we draw a line between two points to represent a vector. In this case, the vector starts from the origin, which is point B (0, 0) on the graph, to point A (6, 2):

Figure 7.14 – 2D position

We can see this vector is made up of two components, namely x and y. They represent the distance from the origin along the x axis and the y axis. Therefore, this vector can be used to define the position of point A relative to the origin in the space. In addition to the position of point A, we can also calculate the length of the distance between these two points, and we call it the magnitude. The magnitude of a 2D vector is the square root of (x*x+y*y).

In Unity, we will use the Vector2 structure to represent 2D vectors and points. The magnitude property of Vector2 returns the value of the magnitude of this 2D vector.

3D vectors are...