Book Image

Game Development with Unity for .NET Developers

By : Jiadong Chen
Book Image

Game Development with Unity for .NET Developers

By: Jiadong Chen

Overview of this book

Understand what makes Unity the world’s most widely used real-time 3D development platform and explore its powerful features for creating 3D and 2D games, as well as the Unity game engine and the Microsoft Game Dev, including the Microsoft Azure Cloud and Microsoft Azure PlayFab services, to create games. You will start by getting acquainted with the Unity editor and the basic concepts of Unity script programming with C#. You'll then learn how to use C# code to work with Unity's built-in modules, such as UI, animation, physics, video, and audio, and understand how to develop a game with Unity and C#. As you progress through the chapters, you'll cover advanced topics such as the math involved in computer graphics and how to create a custom render pipeline in Unity with the new Scriptable Render Pipeline, all while optimizing performance in Unity. Along the way, you'll be introduced to Microsoft Game Dev, Azure services, and Azure PlayFab, and using the Unity3D PlayFab SDK to access the PlayFab API. By the end of this Unity book, you'll have become familiar with the Unity engine and be ready to develop your own games while also addressing the performance issues that you could encounter in the development process.
Table of Contents (16 chapters)
1
Part 1: Basic Unity Concepts
4
Part 2: Using C# Scripts to Work with Unity's Built-In Modules
9
Part 3: Advanced Scripting in Unity

Working with quaternions

In Unity, the rotation of a transform is stored internally as a quaternion, which has four componenets, namely x, y, z, and w. However, these four components do not represent angles or axes, and we developers usually do not need to access them directly. You may be confused because if you look at the Inspector window of a transform, you will find the rotation is displayed as a Vector3.

Figure 7.33 – Rotation property in the Inspector window

This is because although Unity uses quaternions to store rotations internally, in addition to quaternions, rotations can also be represented by three angle values of x, y, and z, namely Euler angles.

Therefore, for the convenience of developers to edit, Unity displays the value of the equivalent Euler angle in the Inspector.

So, why doesn't Unity use Euler angles to store rotations directly? It is composed of three axes angles and is in a format that is easy for humans to read....