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  • Learning C# 7 By Developing Games with Unity 2017
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Learning C# 7 By Developing Games with Unity 2017

Learning C# 7 By Developing Games with Unity 2017

By : DaGraça, Grzegorz Lukosek
3.6 (7)
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Learning C# 7 By Developing Games with Unity 2017

Learning C# 7 By Developing Games with Unity 2017

3.6 (7)
By: DaGraça, Grzegorz Lukosek

Overview of this book

Do you want to learn C# programming by creating fun and interactive games using the latest Unity 2017 platform? If so, look no further; this is the right book for you. Get started with programming C# so you can create 2D and 3D games in Unity. We will walk you through the basics to get you started with C# 7 and its latest features. Then, explore the use of C# 7 and its latest functional programming capabilities to create amazing games with Unity 2017. You will create your first C# script for Unity, add objects into it, and learn how to create game elements with it. Work with the latest functional programming features of C# and leverage them for great game scripting. Throughout the book, you will learn to use the new Unity 2017 2D tool set and create an interactive 2D game with it. You will make enemies appear to challenge your player, and discover some optimization techniques for great game performance. At the end, you will learn how to transform a 2D game into 3D, and you will be able to skill up to become a pro C# programmer with Unity 2017!
Table of Contents (16 chapters)
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GameView

It's a great time to add more UI to the game! I have prepared the second one for youInGameCanvas. Yet again, you have to download and import InGameCanvas.unitypackage.

Import the aforementioned package and drag the newly created InGameCanvas.prefab file on top of the UI game object.

InGameCanvas should appear as a child of the UI game object. It will be invisible for now, but don't worry about it too much at the moment. We will need to add a bit of code to manage the visibility of InGameCanvas and MenuCanvas.

As I have mentioned before, the plan is to show only one UI view at a time to the user. In this way, we will avoid confusion created by multiple layers of a UI on top of each other. When the user is using the menu, only MenuCanvas should be visible. When the user is in the game, only inGameCanvas should be visible. Simple!

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