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Learning C# by Developing Games with Unity 6

You're reading from   Learning C# by Developing Games with Unity 6 Get to grips with coding in C# and build simple 3D games in Unity from the ground up

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Product type Paperback
Published in Oct 2025
Publisher Packt
ISBN-13 9781805808718
Length 504 pages
Edition 8th Edition
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Author (1):
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Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
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Table of Contents (20) Chapters Close

Preface
1. Getting to Know Your Environment 2. The Building Blocks of Programming FREE CHAPTER 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. Connecting to the World Wide Web 14. Exploring Generics, Delegates, and Beyond 15. The Journey Continues 16. Unlock Your Book’s Exclusive Benefits
17. Pop Quiz Answers
18. Other Books You May Enjoy
19. Index

Summary

As we bring the chapter to a close, we should reflect on how much we’ve accomplished and what we can build with that new knowledge. We know how to use simple if-else checks and more complex switch statements, allowing decision making in code. We can create variables that hold collections of values with arrays and lists or key-value pairs with dictionaries.This allows complex and grouped data to be stored efficiently. We can even choose the right looping statement for each collection type, while carefully avoiding infinite-loop crashes.If you’re feeling overloaded, that’s perfectly OK—logical, sequential thinking is all part of exercising your programming brain.The next chapter will complete the basics of C# programming with a look at classes, structs, and object-oriented programming (OkkOP). We’ll be putting everything we’ve learned so far into these topics, preparing for our first real dive into understanding and controlling objects in...

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