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 lights

By default, every scene comes with a Directional Light component to act as a main source of illumination, but lights can be created in the hierarchy like any other GameObject. Even though the idea of controlling light sources might be new to you, they are objects in Unity, which means they can be positioned, scaled, and rotated to fit your needs:

Let's take a look at some examples of realtime light objects and their performance:

  • Directional lights are great for simulating natural light, such as sunshine. They don't have an actual position in the scene, but their light hits everything as if it's always pointed in the same direction. 
  • Point lights are essentially floating globes, sending light rays out from a central point in all directions. These have defined positions and intensities in the scene.
  • Spotlights send light out in a given direction, but they are locked in by their angle. Think of these as spotlights or floodlights in the real...