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  • Book Overview & Buying Learning C# by Developing Games with Unity 2020
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Learning C# by Developing Games with Unity 2020

Learning C# by Developing Games with Unity 2020

By : Harrison Ferrone
4.5 (39)
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Learning C# by Developing Games with Unity 2020

Learning C# by Developing Games with Unity 2020

4.5 (39)
By: Harrison Ferrone

Overview of this book

Over the years, 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 that can be applied in a wide array of application areas. This book presents a clear path for learning C# programming from the ground up without complex jargon or unclear programming logic, all while building a simple game with Unity. This fifth edition has been updated to introduce modern C# features with the latest version of the Unity game engine, and a new chapter has been added on intermediate collection types. Starting with the basics of software programming and the C# language, you’ll learn the core concepts of programming in C#, including variables, classes, and object-oriented programming. Once you’ve got to grips with C# programming, you’ll enter the world of Unity game development and discover how you can create C# scripts for simple game mechanics. Throughout the book, you’ll gain hands-on experience with programming best practices to help you take your Unity and C# skills to the next level. By the end of this book, you’ll be able to leverage the C# language to build your own real-world Unity game development projects.
Table of Contents (16 chapters)
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Getting player input

Positions and directions are useful in themselves, but they can't generate movement without input from the player. This is where the Input class comes in, which handles everything from keystrokes and mouse position to acceleration and gyroscopic data. 

We're going to be using the W, A, S, D, and arrow keys for movement in Hero Born, coupled with a script that allows the camera to follow where the player points the mouse. To do that, we'll need to understand how input axes work.

First, go to Edit | Project Settings | Input to open up the Input Manager tab shown in the following screenshot:

You'll see a long list of Unity's default inputs already configured, but let's take the Horizontal axis as an example. You can see that the Horizontal input axis has the Positive and Negative buttons set to left and right, and the Alt Negative and Alt Positive buttons set to the a and d keys.

Whenever an input axis...

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