Book Image

Learning C# by Developing Games with Unity 2019 - Fourth Edition

By : Harrison Ferrone
Book Image

Learning C# by Developing Games with Unity 2019 - Fourth Edition

By: Harrison Ferrone

Overview of this book

Learning to program in today’s technical landscape can be a daunting task, especially when faced with the sheer number of languages you have to choose from. Luckily, Learning C# with Unity 2019 removes the guesswork and starts you off on the path to becoming a confident, and competent, programmer using game development with Unity. You’ll start off small by learning the building blocks of programming, from variables, methods, and conditional statements to classes and object-oriented systems. After you have the basics under your belt you’ll explore the Unity interface, creating C# scripts, and translating your newfound knowledge into simple game mechanics. Throughout this journey, you’ll get hands-on experience with programming best practices and macro-level topics such as manager classes and flexible application architecture. By the end of the book, you’ll be familiar with intermediate C# topics like generics, delegates, and events, setting you up to take on projects of your own.
Table of Contents (20 chapters)
Free Chapter
1
Section 1: Programming Foundations and C#
7
Section 2: Scripting Game Mechanics in Unity
12
Section 3: Leveling Up Your C# Code

Working with Unity physics

Up to this point. we haven't talked about how the Unity engine actually works, or how it manages to create lifelike interactions and movement in a virtual space. We'll spend the rest of this chapter on 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 like Mass and Drag. Rigidbody components can also be affected by 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 attached to a given GameObject, there can be several Collider components. This is commonly referred to as a compound...