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)

Time for action – accessing the Rigidbody component

You'll need to access and store the Rigidbody component on our player capsule before modifying it:

  1. Update PlayerBehavior with the following changes:
 public class PlayerBehavior : MonoBehaviour 
{
public float moveSpeed = 10f;
public float rotateSpeed = 75f;

private float vInput;
private float hInput;

// 1
private Rigidbody _rb;

// 2
void Start()
{
// 3
_rb = GetComponent<Rigidbody>();
}

void Update()
{
vInput = Input.GetAxis("Vertical") * moveSpeed;
hInput = Input.GetAxis("Horizontal") * rotateSpeed;


/* 4
this.transform.Translate(Vector3.forward * vInput *
Time.deltaTime);
this.transform.Rotate(Vector3.up * hInput * Time.deltaTime);
*/
}

}

Here's a breakdown of the preceding code:

  1. Adds a private Rigidbody-type variable that will contain the capsule's Rigidbody component information...