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)

Defining variables

Let's start with a simple question: what is a variable? Depending on your point of view, there are a few different ways of answering that question:

  • Conceptually, a variable is the most basic unit of programming, as an atom is to the physical world (excepting string theory). Everything starts with variables, and programs can't exist without them.
  • Technically, a variable is a tiny section of your computer's memory that holds an assigned value. Every variable keeps track of where its information is stored (this is called a memory address), its value, and its type (for instance, numbers, words, or lists). 
  • Practically, a variable is a container. You can create new ones at will, fill them with stuff, move them around, change what they're holding, and reference them as needed. They can even be empty and still be useful.

A practical real-life example of a variable is a mailbox; remember those?

They can hold letters, bills, a picture from your aunt Mabel – anything. The point is that what's in a mailbox can vary: they can have names, hold information (physical mail), and their contents can even be changed if you have the right security clearance.