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

Remembering your object-oriented programming

OOP is a vast field of expertise, and its mastery requires not only study but also time spent applying its principles to real-life software development.

With all the foundational information you learned in this book, it might seem like a mountain you're just better off not even attempting to climb. However, when you feel that way, take a step back and revisit these concepts:

  • Classes are blueprints for objects you want to create in code
  • They can contain properties, methods, and events
  • They use constructors to define how they are instantiated
  • Instantiating objects from a class blueprint creates a unique instance of that class
  • Classes are reference types, meaning when the reference is copied it's not a new instance
  • Structs are value types, meaning when the struct is copied a brand-new instance is created
  • Classes can use inheritance to share common behavior and data with subclasses...