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

Understanding the filesystem

When we say filesystem, we're talking about something you're already familiar with – how files and folders are created, organized, and stored on your computer. When you create a new folder on your computer, you can name it and put files or other folders inside it. It's also represented by an icon, which is both a visual cue and a way to drag, drop, and move it anywhere you like.

Everything you can do on your desktop you can do in code. All you need is the name of the folder, or directory as it's called, and a location to store it. Anytime you want to add a file or subfolder, you reference the parent directory and add your new content.

To drive the filesystem home, let's start building out the DataManager class:

  1. Right-click in the Hierarchy and choose Create Empty, then name it Data_Manager:

    Figure 12.1: Data_Manager in the Hierarchy

  2. Select the Data_Manager object in the Hierarchy...