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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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Scripting Game Mechanics

In the last chapter, we focused on using code to move the player and camera, with a trip into Unity physics on the side. However, controlling a playable character isn't enough to make a compelling game; in fact, it's probably the one area that remains fairly constant across different titles.

A game's unique spark comes from its core mechanics, and the feeling of power and agency those mechanics give to the players. Without fun and engrossing ways to affect the virtual environment you've created, your game doesn't stand a chance of repeat play, to say nothing of fun. As we venture into implementing the game's mechanics, we'll also be upgrading our knowledge of C# and its intermediate-level features.

This chapter will round out the Hero Born prototype by focusing on individually implemented game mechanics, as well...

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