Book Image

Learning C# 7 By Developing Games with Unity 2017 - Third Edition

Book Image

Learning C# 7 By Developing Games with Unity 2017 - Third Edition

Overview of this book

Do you want to learn C# programming by creating fun and interactive games using the latest Unity 2017 platform? If so, look no further; this is the right book for you. Get started with programming C# so you can create 2D and 3D games in Unity. We will walk you through the basics to get you started with C# 7 and its latest features. Then, explore the use of C# 7 and its latest functional programming capabilities to create amazing games with Unity 2017. You will create your first C# script for Unity, add objects into it, and learn how to create game elements with it. Work with the latest functional programming features of C# and leverage them for great game scripting. Throughout the book, you will learn to use the new Unity 2017 2D tool set and create an interactive 2D game with it. You will make enemies appear to challenge your player, and discover some optimization techniques for great game performance. At the end, you will learn how to transform a 2D game into 3D, and you will be able to skill up to become a pro C# programmer with Unity 2017!
Table of Contents (23 chapters)
Title Page
Credits
About the Authors
About the Authors
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Creating a generated level


The level chunk is the most important part of a generated level. It's like a Lego piece. A single piece can't bring about much fun for the player. However, when you take a lot of Lego pieces and fit them together, you can build a structure that's really entertaining. Our level will work exactly the same way. Level chunks right next to each other will create a nice gaming experience (and fun) for the player.

Before we talk about coding the level chunks, we need to make sure that we understand the fundamental parts of each chunk:

This is a level chunk. It can contain whatever you want to add to it. It's up to you to design the chunks. You need to remember, however, that every chunk must have the following features to fit your game:

  • exitPoint–red dot: This is the point in 3D space where the next chunk will be placed to match this chunk
  • startPoint–green dot: This is the pivot point of the parent chunk that is plugged into the exit point of the previous chunk
  • exit trigger...