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Learning C# by Developing Games with Unity - Seventh Edition

You're reading from  Learning C# by Developing Games with Unity - Seventh Edition

Product type Book
Published in Nov 2022
Publisher Packt
ISBN-13 9781837636877
Pages 466 pages
Edition 7th Edition
Languages
Author (1):
Harrison Ferrone Harrison Ferrone
Profile icon Harrison Ferrone

Table of Contents (18) Chapters

Preface 1. Getting to Know Your Environment 2. The Building Blocks of Programming 3. Diving into Variables, Types, and Methods 4. Control Flow and Collection Types 5. Working with Classes, Structs, and OOP 6. Getting Your Hands Dirty with Unity 7. Movement, Camera Controls, and Collisions 8. Scripting Game Mechanics 9. Basic AI and Enemy Behavior 10. Revisiting Types, Methods, and Classes 11. Specialized Collection Types and LINQ 12. Saving, Loading, and Serializing Data 13. Exploring Generics, Delegates, and Beyond 14. The Journey Continues 15. Pop Quiz Answers
16. Other Books You May Enjoy
17. Index

Approaching Unity projects

Even though Unity is a 3D game engine, it still has to follow the principles set down by the code it’s built on. When you think of your game, remember that the GameObjects, components, and systems you see on screen are just visual representations of classes and data; they’re not magical or unknown—they’re the result of taking the programming foundations you’ve learned in this book to their advanced conclusion.

Everything in Unity is an object, but that doesn’t mean all C# classes have to work within the engine’s MonoBehaviour framework. Don’t be limited to thinking only about in-game mechanics; branch out and define your data or behavior the way your project needs. 

Lastly, always ask yourself how you can best separate code out into pieces of functionality instead of creating huge, bloated, thousand-line classes. Related code should be responsible for its behavior and stored...

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