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

Intermediate collections roundup

Before you move on to the summary and the next chapter, let's drive home some key points from what we've just learned. Topics that don't always have a 1-to-1 relationship with the actual game prototype we're building need a little extra love sometimes.

The one question I'm sure you're asking yourself at this point is: why use any of these other collection types when I could just use lists for everything? And that's a perfectly valid question. The easy answer is that stacks, queues, and HashSets offer better performance than lists when applied in the correct circumstances. For example, when you need to store items in a specific order, and access them in a specific order, a stack would be more efficient than a list.

The more complicated answer is that using different collection types enforces how your code is allowed to interact with them and their elements. This is a mark of good code design, as it removes...