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

Using C# and the Burst compiler

The Burst compiler in Unity is an advanced compiler technology that can be used to convert a subset of .NET code into highly optimized native code for Unity games. It should be noted that it is not a general-purpose compiler, but a compiler designed for Unity to make Unity games run faster.

Burst works on a subset of C# called HPC#, so let's explore this subset of C# next.

High-Performance C# (HPC#)

HPC# is a subset of C#. The standard C# language uses the concepts of "objects on the heap" and uses the garbage collector to reclaim unused memory automatically. So, as developers, we cannot control how the data is allocated in memory. On the other hand, HPC# doesn't support reference types, namely, classes, to avoid allocation in the heap and disable the garbage collector. In addition to these, some functions, such as try-catch-finally, are not supported in HPC# as well.

To summarize, we can use the following types in HPC...