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

Summary

In this chapter, we started by choosing the Unity release and subscription plan that suits your needs. Then, you learned how to install and manage the Unity Editor by using the Unity Hub and explored the five important areas of the Unity Editor – the Toolbar, the Hierarchy window, the Scene view and the Game view, the Inspector window, and the Project window. You were then introduced to the Unity Editor toolbars and the windows provided by Unity. We also discussed what a game engine is and explored the different features provided by Unity for developers to develop games. We then introduced the .NET profiles in Unity and the scripting backends offered by Unity; you should now know the difference between the Mono scripting backend and the IL2CPP scripting backend. Finally, we demonstrated how to set up Visual Studio for Unity Editor to write code.

In the next chapter, we will start with a detailed introduction to the basic concepts of scripting in Unity, such as GameObjects, components, and some special, important components such as Transform. We will also introduce you to the life cycle of a script instance. Then, we will discuss how to create objects from scripts and how to access GameObjects or components through C# code. Some best practices for scripting in Unity will also be introduced. Finally, we will introduce packages and the Package Manager in Unity.