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  creating a game manager

Game manager classes will be a constant facet of any project you develop in the future, so let's learn how to properly create one, as follows:

  1. Create a new C# script in the Scripts folder and name it GameBehavior.
Usually, this script would be named GameManager, but Unity reserves that name for its uses. If you ever create a script and a cogwheel icon shows up next to its name instead of the C# file icon, that tells you it's restricted.
  1. Create a new empty game object in the Hierarchy by using Create | Create Emptyand name it GameManager.
  2. Attach GameBehavior.cs to the GameManager object, as illustrated in the following screenshot:

Manager scripts, and other non-game files, are set up on empty objects to put them in the scene, even though they don't interact with the actual 3D space. 
  1. Add the following code to GameBehavior:
public class...