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)

Rigidbody components in motion

Since our player has a Rigidbody component attached, we should let the physics engine control our movement instead of manually translating and rotating the Transform. There are two options when it comes to applying force:

  • You can do it directly by using Rigidbody class methods such as AddForce and AddTorque to move and rotate an object, respectively. This approach has its drawbacks and often requires additional code to compensate for unexpected physics behavior.
  • Alternatively, you can use other Rigidbody class methods such as MovePosition and MoveRotation, which still use applied force but take care of edge cases behind the scenes. 
We'll take the second route in the next section, but if you're curious about manually applying force and torque to your GameObjects, then start here: https://docs.unity3d.com/ScriptReference/Rigidbody.AddForce.html.

Either of these will give the player a more lifelike feel and...