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)

Navigating the editor

When the new project finishes initializing, you'll see the glorious Unity Editor! I've marked the important tabs (or panels, if you prefer) in the following screenshot:

This is a lot to take in, so we'll look at each of these panels in more detail:

  1. The Toolbar panel is the topmost part of the Unity editor. From here, you can manipulate objects (far-left button group) and play and pause the game (center buttons). The rightmost button group contains Unity Services, layer masks, and layout scheme features, which we won't be using in this book.
  2. The Hierarchy window shows every item currently in the game scene. In the starter project, this is just the default camera and directional light, but when we create our prototype environment, this window will start to get filled in.
  3. The Game and Scene views are the most visual aspects of the editor. Think of the Scene view...