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)

Colliders and collisions

Collider components not only allow GameObjects to be recognized by Unity's physics system, but they also make interactions and collisions possible. Think of colliders as invisible force fields that surround GameObjects; they can be passed through or bumped into depending on their settings, and they come with a host of methods that fire during different interactions. 

Unity's physics system works differently for 2D and 3D games, so we will only be covering the 3D topics in this book. If you're interested in making 2D games, refer to the Rigidbody2D component and the list of available 2D colliders.

Take a look at the following screenshot of the Capsule in the Pickup_Prefab object hierarchy:

The green shape around the object is the Capsule Collider, which can be moved and scaled using the Center, Radius, and Height properties. When a primitive is created, the Collider matches the primitive's shape by default; since we created a...