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)

Curves and tangents

In addition to animating an object property, Unity lets us manage how the animation plays out over time with animation curves. So far, we've been in Dopesheet mode, which you can change at the bottom of the Animation window. If you click onto the Curves view (pictured in the following screenshot), you'll see a different graph with accent points in place of our recorded keyframes. We want the spinning animation to be smooth—what we call linear—so we'll leave everything as is. However, speeding up, slowing down, or altering the animation at any point in its run can be done by dragging or adjusting the points on the curve graph:

With animation curves handling how properties act over time, we still need a way to fix the stutter that occurs every time the Health_Pickup animation repeats. For that, we need to change the animation's Tangent, which manages how keyframes blend from one into another. These options can be accessed by right-clicking...