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

Part 3: Advanced Scripting in Unity

In this section, we will introduce advanced topics in Unity, such as the Scriptable Render Pipeline, the Data-Oriented Technology Stack (DOTS), and serialization in Unity. Additionally, we'll also cover how to use the Microsoft Azure cloud for assets management and hosting player data in the cloud.

This part includes the following chapters:

  • Chapter 7, Understanding the Mathematics of Computer Graphics in Unity
  • Chapter 8, The Scriptable Render Pipeline in Unity
  • Chapter 9, Using Data-Oriented Technology Stack in Unity
  • Chapter 10, Serialization System and Assets Management in Unity and Azure
  • Chapter 11, Working with Microsoft Game Dev, Azure Cloud, PlayFab, and Unity