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 ECS in Unity

Unity has always been centered around the concept of components; for example, we can add a Movement component to a GameObject so that the object can move. We can also add a Light component to the GameObject to make it emit light. We also add the AudioSource component, which can make the GameObject emit sound. In this case, the GameObject is a container to which game developers can attach different components to provide different behaviors. We can call this architecture a GameObject-Components relationship. In this architecture, we use the traditional OOP programming paradigm to write components, coupling data and behavior together. In the previous section, Object-oriented design pattern versus DOTS, we also discussed the impact of OOP on game performance.

So, to address these issues, Unity introduced ECS, which allows developers to write data-oriented code in Unity. In ECS, data and behavior are separated, which can greatly improve memory usage efficiency...