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Learning C# by Developing Games with Unity 2019

Learning C# by Developing Games with Unity 2019

By : Harrison Ferrone
4 (23)
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Learning C# by Developing Games with Unity 2019

Learning C# by Developing Games with Unity 2019

4 (23)
By: Harrison Ferrone

Overview of this book

Learning to program in today’s technical landscape can be a daunting task, especially when faced with the sheer number of languages you have to choose from. Luckily, Learning C# with Unity 2019 removes the guesswork and starts you off on the path to becoming a confident, and competent, programmer using game development with Unity. You’ll start off small by learning the building blocks of programming, from variables, methods, and conditional statements to classes and object-oriented systems. After you have the basics under your belt you’ll explore the Unity interface, creating C# scripts, and translating your newfound knowledge into simple game mechanics. Throughout this journey, you’ll get hands-on experience with programming best practices and macro-level topics such as manager classes and flexible application architecture. By the end of the book, you’ll be familiar with intermediate C# topics like generics, delegates, and events, setting you up to take on projects of your own.
Table of Contents (20 chapters)
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Section 1: Programming Foundations and C#
7
Section 2: Scripting Game Mechanics in Unity
12
Section 3: Leveling Up Your C# Code

Introducing classes

We've seen how variables store information and how methods perform actions, but our programming toolkit is still somewhat limited. We need a way of creating a sort of super container that has its own variables and methods that can be referenced from the container itself; enter classes:

  • Conceptually, a class holds related information, actions, and behaviors inside a single container. They can even communicate with each other.
  • Technically, classes are data structures. They can contain variables, methods, and other programmatic information, all of which can be referenced when an object of the class is created.
  • Practically, a class is a blueprint. It sets out the rules and regulations for any object (called an instance) created using the class blueprint.

A class all along

Before you wonder what a class actually looks like in C#, you should know that you've been working...

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