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

Serializing data

When we talk about serializing and deserializing data, what we're really talking about is translation. While we've been translating our text and XML piecemeal in previous sections, being able to take an entire object and translate it in one shot is a great tool to have.

By definition:

  • The act of serializing an object translates the object's entire state into another format
  • The act of deserializing is the reverse, taking the data from a file and restoring it to its former object state

Figure 12.19: Example of serializing an object into XML and JSON

Let's take a practical example from the above image — an instance of our Weapon class. Each weapon has its own name and damage properties and associated values, which is called its state. The state of an object is unique, which allows the program to tell them apart.

An object's state also includes properties or fields that are reference types. For...