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)

Objects are a class act

Back in Chapter 2, The Building Blocks of Programming, we discussed how a script is transformed into a component when it's added to a GameObject in Unity. Think of this in terms of the OOP principle of composition—GameObjects are the parent containers, and they can be made up of multiple components. This might sound contradictory to the idea of one C# class per script, but, in truth, that's more of a guideline for better readability than an actual requirement. Classes can be nested inside one another—it just gets messy fast. However, having multiple script components attached to a single GameObject can be very useful, especially when dealing with manager classes or behaviors. 

Always try to boil down objects to their most basic elements, then use composition to build bigger, more complex objects out of those smaller classes. It's easier to modify a GameObject made out of small, interchangeable components than one large,...