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)

Unity features we didn't cover

We managed to briefly cover many of Unity's core features in Chapter 6, Getting Your Hands Dirty with Unity, but there is still so much more the engine has to offer. These topics aren't in any particular order of importance, but if you're going forward with Unity development, you'll want to have at least a passing familiarity with the following:

  • Shaders and effects
  • Scriptable objects
  • Editor extension scripting
  • Non-programmatic UI
  • ProBuilder and Terrain tools
  • PlayerPrefs and saving data
  • Model rigging
  • Animator states and transitions

You should also go back and dive into the Lighting, Navigation, Particle Effects, and Animation features in the editor.