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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
Getting Your Hands Dirty with Unity

Creating a game is much more than simulating actions in code. Things such as design, story, environment, lighting, and animation all play an important part in setting the stage for your players; games are experiences first and foremost, which code alone can't deliver.

Unity has placed itself at the forefront of game development over the past decade by bringing advanced tools to programmers and non-programmers alike. Animation and effects, audio, environment design, and much more are all available directly from the Unity Editor without a single line of code. We'll discuss these topics as we define the requirements, environment, and game mechanics of Hero Born, but first we'll need an introduction to game design and working with GameObjects.

This chapter will set us up for the rest of the book, and we'll cover the following topics:

  • Game...

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