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)

Creating primitives

Looking at games you might play regularly, you're probably wondering how you'll ever create models and objects that look so realistic you could reach through the screen and grab them. Fortunately, Unity has a set of primitive GameObjects that you can select from to prototype faster. These won't be super fancy or high-definition, but they are a lifesaver when you're learning the ropes or don't have a 3D artist on your development team. 

If you go into the Hierarchy panel and click on Create | 3D Object, you'll see all the available options, but only about half of these are primitives or common shapes:

Other 3D object options, such as Terrains, Wind Zones, and Trees, are a bit too advanced for what we need, but feel free to experiment with them if you're interested. Before we jump too far ahead, the arena needs a floor, so let's create one.