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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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Physics roundup

Before we wrap up the chapter, here are a few high-level concepts to cement what we've learned so far:

  • Rigidbody components add simulated real-world physics to GameObjects they are attached to.
  • Collider components interact with each other, as well as objects, using Rigidbody components:
    • If a Collider component is not a trigger, it acts as a solid object.
    • If a Collider component is a trigger, it can be walked through.
  • An object is kinematic if it uses a Rigidbody component and has Is Kinematic checked, telling the physics system to ignore it.
  • An object is non-kinematic if it uses a Rigidbody component and applied force or torque to power its movement and rotation.
  • Colliders send out notifications based on their interactions:
    • These notifications depend on whether the Collider component is set to be triggered or not.
    • Notifications can be received from either colliding party, and they come with reference variables that hold an...
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