Book Image

Learning C# by Developing Games with Unity 2021 - Sixth Edition

By : Harrison Ferrone
Book Image

Learning C# by Developing Games with Unity 2021 - Sixth Edition

By: Harrison Ferrone

Overview of this book

The Learning C# by Developing Games with Unity series has established itself as a popular choice for getting up to speed with C#, a powerful and versatile programming language with a wide array of applications in various domains. This bestselling franchise presents a clear path for learning C# programming from the ground up through the world of Unity game development. This sixth edition has been updated to introduce modern C# features with Unity 2021. A new chapter has also been added that covers reading and writing binary data from files, which will help you become proficient in handling errors and asynchronous operations. The book acquaints you with the core concepts of programming in C#, including variables, classes, and object-oriented programming. You will explore the fundamentals of Unity game development, including game design, lighting basics, player movement, camera controls, and collisions. You will write C# scripts for simple game mechanics, perform procedural programming, and add complexity to your games by introducing smart enemies and damage-causing projectiles. By the end of the book, you will have developed the skills to become proficient in C# programming and built a playable game prototype with the Unity game engine.
Table of Contents (18 chapters)
15
Pop Quiz Answers
16
Other Books You May Enjoy
17
Index

Summary

With new modifiers, method overloading, class extensions, and object-oriented skills under our belts, we are only one step away from the end of our C# journey. Remember, these intermediate topics are intended to get you thinking about more complex applications of the knowledge you've been gathering throughout this book; don't think that what you've learned in this chapter is all that there is to know on these concepts. Take it as a starting point and continue from there.

In the next chapter, we'll discuss the basics of generic programming, get a little hands-on experience with delegates and events, and wrap up with an overview of exception handling.