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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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Pop Quiz Answers
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Other Books You May Enjoy
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Index

Creating a game manager

A common misconception when learning to program is that all variables should automatically be made public, but in general, this is not a good idea. In my experience, variables should be thought of as protected and private from the start, and only made public if necessary. One way you’ll see experienced programmers protect their data is through manager classes, and since we want to build good habits, we’ll be following suit. Think of manager classes as a funnel where important variables and methods can be accessed safely.

When I say safely, I mean just that, which might seem unfamiliar in a programming context. However, when you have different classes communicating and updating data with each other, things can get messy. That’s why having a single contact point, such as a manager class, can keep this to a minimum. We’ll get into how to do that effectively in the following section.

Tracking player properties

Hero Born is...

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