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

C# scripts and the UI Event System in Unity

EventSystem is a mechanism for sending events to objects in a game that supports keyboards, mice, screen touches, and so on. EventSystem consists of multiple modules for sending events. If there is no EventSystem object in the scene, then, when creating a canvas, an EventSystem object will be automatically created along with it.

Figure 3.36 – EventSystem

As shown in Figure 3.36, the Inspector window of the EventSystem object exposes very few functionalities. This is because EventSystem is designed as a manager for cooperation between various input modules.

It should be noted that there can be, at most, one EventSystem object in a scene. If there are multiple EventSystem objects in the scene, a warning message will be displayed, as shown in Figure 3.37:

Figure 3.37 – A warning message when there are multiple EventSystem objects

When the game is running, EventSystem will look...