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 introducing some of the most commonly used classes in Unity script programming, and then explained the life cycle and important event functions of a script instance, as well as discussing how Unity initializes a script and how the game logic is updated in a script.

We also discussed how to create a new script in Unity and how to attach a script as a component to a GameObject. In addition to manually adding components in the Editor, we can also use C# code to dynamically add a component or access a component at runtime.

Finally, we demonstrated how to add or remove a package through the Unity Package Manager to provide a feature or reduce the size of the game. At the same time, we also explained the difference between preview packages and verified packages.

In the next chapter, we will learn about the UI system in Unity and, at the same time, we will also introduce how to optimize UI performance in Unity.