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Learning C# by Developing Games with Unity

Learning C# by Developing Games with Unity

By : Harrison Ferrone
4.4 (47)
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Learning C# by Developing Games with Unity

Learning C# by Developing Games with Unity

4.4 (47)
By: Harrison Ferrone

Overview of this book

It's the ability to write custom C# scripts for behaviors and game mechanics that really takes Unity the extra mile. That's where this book can help you as a new programmer! Harrison Ferrone, in this seventh edition of the bestselling series will take you through the building blocks of programming and the C# language from scratch while building a fun and playable game prototype in Unity. This book will teach you the fundamentals of OOPs, basic concepts of C#, and Unity engine with lots of code samples, exercises and tips to go beyond the book with your work. You will write C# scripts for simple game mechanics, perform procedural programming, and add complexity to your games by introducing intelligent enemies and damage-dealing projectiles. You will explore the fundamentals of Unity game development, including game design, lighting basics, player movement, camera controls, collisions, and more with every passing chapter. Note: The screenshots in the book display the Unity editor in full-screen mode for a comprehensive view. Users can easily reference color versions of images by downloading them from the GitHub repository or the graphics bundle linked in the book.
Table of Contents (18 chapters)
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15
Pop Quiz Answers
16
Other Books You May Enjoy
17
Index

Data roundup

Every individual module and topic we’ve covered in this chapter can be used by itself or combined to suit your project’s needs. For example, you could use text files to store character dialog and only load it when you need to. This would be more efficient than having the game keep track of it every time it runs, even when the information isn’t being used.

You could also put character data or enemy statistics into either an XML or JSON file and read from the file anytime you need to level up a character or spawn a new monster. Finally, you could fetch data from a third-party database and serialize it into your own custom classes. This is a super common scenario with storing player accounts and external game data.

You can find a list of data types that can be serialized in C# at: https://docs.microsoft.com/en-us/dotnet/framework/wcf/feature-details/types-supported-by-the-data-contract-serializer. Unity handles serialization a little differently...

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