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)
Working with Classes, Structs, and OOP

For obvious reasons, the goal of this book isn't to give you a splitting headache from information overload. However, these next topics will take you out of the beginner's cubicle and into the open air of object-oriented programming (OOP). Up to this point, we've been relying exclusively on predefined variable types that are part of the C# language: under-the-hood strings, lists, and dictionaries that are classes, which is why we can create them and use their properties through dot notation. However, relying on built-in types has one glaring weakness—the inability to deviate from the blueprints that C# has already set.

Creating your classes gives you the freedom to define and configure blueprints of your design, capturing information, and driving action that is specific to your game or application. In essence, custom...