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Learning C# by Developing Games with Unity 5.x - Second Edition

You're reading from  Learning C# by Developing Games with Unity 5.x - Second Edition

Product type Book
Published in Mar 2016
Publisher Packt
ISBN-13 9781785287596
Pages 230 pages
Edition 2nd Edition
Languages

Table of Contents (20) Chapters

Learning C# by Developing Games with Unity 5.x Second Edition
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. Discovering Your Hidden Scripting Skills and Getting Your Environment Ready 2. Introducing the Building Blocks for Unity Scripts 3. Getting into the Details of Variables 4. Getting into the Details of Methods 5. Lists, Arrays, and Dictionaries 6. Loops 7. Object, a Container with Variables and Methods 8. Let's Make a Game! – From Idea to Development 9. Starting Your First Game 10. Writing GameManager 11. The Game Level 12. The User Interface 13. Collectables — What Next? Index

Storing items in the List


Using a List instead of an array can be so much easier to work with in a script. Look at some forum sites related to C# and Unity, and you'll discover that a great deal of programmers simply don't use an array unless they have to; they prefer to use a list. It is up to the developer's preference and task. Let's stick to lists for now.

Here are the basics of why a List is better and easier to use than an array:

  • An array is of fixed size and unchangeable

  • The size of a List is adjustable

  • You can easily add and remove elements from a List

  • To mimic adding a new element to an array, we would need to create a whole new array with the desired number of elements and then copy the old elements

The first thing to understand is that a List has the ability to store any type of object, just like an array. Also, like an array, we must specify which type of object we want a particular List to store. This means that if you want a List of integers—of the int type—then you can create a...

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