Unity 5: Learning C# by Developing Games

More Information
Learn
  • Master the art of applying C# in Unity. Get to know about techniques to turn your game idea into working project.
  • Use loops and collections efficiently in Unity to reduce the amount of code.
  • Create and code a good-looking functional UI system for your game.
  • Find out how to create exciting and interactive games using GUIs.
  • Work with different animation assets and components to enhance your game further.
  • Personalize your game by learning how to use Unity’s advanced animation system.
  • Create, visualize, and edit animated creatures to add to your already amazing game.
  • Familiarize yourself with the tools and practices of game development Discover how to create the Game Manager class to, generate game levels, and develop UI for the game.
  • Use the Unity Profiler to find bottlenecks anywhere in your application, and discover how to resolve them.
  • Implement best practices for C# scripting to avoid common mistakes
About

Unity is a cross-platform game engine that is used to develop 2D and 3D video games. Unity 5 is the latest version, and adds a real-time global illumination to the games; and its powerful new features help to improve a game’s efficiency.

If you love games and want to learn how to make them but have no idea where to begin, then this course is built just for you. This learning path is divided into three modules which will take you in this incredible journey of creating games.

The course begins with getting you started with programming behaviors in C# so that you can create 2D games in Unity. You will begin by installing Unity and learning about its features. You will learn how to perform object-oriented programming and discover how to manage the game play loop, generate game levels, and develop a simple UI for the game. By the time this module comes to a close, you will have mastered the art of applying C# in Unity.

It is now time we put into use what we learned in the previous module into reality as we move onto the second module. Here, we will be building 7-8 action-packed games of different difficulty levels. Each project will focus on key Unity features as well as game strategy development. This module will mark your transformation from an application developer to a full-fledged Unity game developer.

Who wouldn’t love a game that is fully perfect, functional, and without any glitches? The third module deals with just that by teaching how to enhance your game by learning game optimization skills. Here, you’ll gain an understanding of possible solutions to any problem and how to implement them. You will then learn everything you need to know about where performance bottlenecks can be found, why they happen, and how to work around them.

With this massive wealth of knowledge, at the end of this learning path, you will be able to leverage an array of game development techniques to create your own basic games while resolving any issues that you encounter.

Features
  • Demystify the C# programming language in Unity 5.x.
  • Unleash the power of Unity to create a wide variety of projects in numerous genres and formats.
  • Master the art of optimization for Unity 5.x applications with tips and techniques that will further enhance your game.
Page Count 899
Course Length 26 hours 58 minutes
ISBN 9781787127272
Date Of Publication 30 Aug 2016

Authors

John P. Doran

John P. Doran is a passionate and seasoned technical game designer, software engineer, and author based in Peoria, Illinois.

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For over a decade, John has gained extensive hands-on expertise in game development, working in a variety of roles, ranging from game designer to lead UI programmer. Additionally, John has worked in game development education teaching in Singapore, South Korea, and the United States. To date, he has authored over 10 books pertaining to game development.

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John is currently an instructor in residence at Bradley University. Prior to his present ventures, he was an award-winning videographer.

Chris Dickinson

Chris Dickinson grew up in a quiet little corner of England with a strong passion for mathematics, science and, in particular, video games. He loved playing them, dissecting their gameplay, and trying to figure out how they worked. Watching his dad hack the hex code of a PC game to get around the early days of copy protection completely blew his mind! His passion for science won the battle at the time; however, after completing a master's degree in physics with electronics, he flew out to California to work in the field of scientific research in the heart of Silicon Valley. Shortly afterward, he had to admit to himself that research work was an unsuitable career path for his temperament. After firing resumes in all directions, he landed a job that finally set him on the correct course in the field of software engineering (this is not uncommon for physics grads, I hear).

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His time working as an automated tools developer for IPBX phone systems fit his temperament much better. Now he was figuring out complex chains of devices, helping its developers fix and improve them, and building tools of his own. Chris learned a lot about how to work with big, complex, real-time, event-based, user-input driven state machines (sounds familiar?). Being mostly self-taught at this point, Chris's passion for video games was flaring up again, pushing him to really figure out how video games were built. Once he felt confident enough, he returned to school for a bachelor's degree in game and simulation programming. By the time he was done, he was already hacking together his own (albeit rudimentary) game engines in C++ and regularly making use of those skills during his day job. However, if you want to build games, you should just build games, and not game engines. So, Chris picked his favorite publically available game engine at the time--an excellent little tool called Unity 3D--and started hammering out some games.

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After a brief stint of indie game development, Chris regretfully decided that the demands of that particular career path weren't for him, but the amount of knowledge he had accumulated in just a few short years was impressive by most standards, and he loved to make use of it in ways that enabled other developers with their creations. Since then, Chris has authored a tutorial book on game physics (Learning Game Physics with Bullet Physics and OpenGL, Packt Publishing) and two editions of a Unity performance optimization book (which you are currently reading). He has married the love of his life, Jamie, and works with some of the coolest modern technology as a software development engineer in Test (SDET) at Jaunt Inc. in San Mateo, CA, a Virtual Reality/Augmented Reality startup that focuses on delivering VR and AR experiences, such as 360 videos (and more!).

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Outside of work, Chris continues to fight an addiction to board games (particularly Battlestar: Galactica and Blood Rage), an obsession with Blizzard's Overwatch and Starcraft II, cater to the ever-growing list of demands from a pair of grumpy yet adorable cats, and gazing forlornly at the latest versions of Unity with a bunch of game ideas floating around on paper. Someday soon, when the time is right (and when he stops slacking off), his plans may come to fruition.

Greg Lukosek

Greg Lukosek was born and raised in the Upper Silesia region of Poland. When he was about 8 years old, his amazing parents bought him and his brother a Commodore C64. That was when his love of programming started. He would spend hours writing simple basic code, and when he couldn't write it on the computer directly, he used a notepad.

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Greg completed his mechanical engineering diploma at ZSTiO Meritum— Siemianowice Slaskie, Poland. He has learned all his programming skills through determination and hard work at home.

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Greg met the love of his life, Kasia, in 2003, which changed his life forever. They both moved to London in search of adventure and decided to stay there.

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He started work as a 3D artist and drifted away from programming for some years. Deep inside, he still felt the urge to come back to game programming. During his career as a 3D artist, he discovered Unity and adopted it for an interactive visualizations project. At that very moment, he started programming again.

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His love for programming overcomes his love for 3D graphics. Greg ditched his 3D artist career and came back to writing code professionally. He is now doing what he really wanted to do since he was 8 years old—developing games.

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These days, Greg lives in a little town called Sandy in the UK with Kasia and their son, Adam.