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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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Time for action  destroying bullets

For this task, we can take the skills we've already learned and make the bullets responsible for their self-destructive behavior, as follows:

  1. Create a new C# script in the Scripts folder and name it BulletBehavior.
  2. Drag and drop the BulletBehavior script onto the Bullet prefab in the Prefabs folder and add the following code:
public class BulletBehavior : MonoBehaviour 
{
// 1
public float onscreenDelay = 3f;

void Start ()
{
// 2
Destroy(this.gameObject, onscreenDelay);
}
}

Let's break down this code, as follows:

  • We declare a float variable to store how long we want the Bullet prefabs to remain in the scene after they are instantiated.
  • We use the Destroy() method to delete the GameObject.
    • Destroy() always needs an object as a parameter. In this case, we use this keyword to specify the object that the script...

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