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Learning C# by Developing Games with Unity

You're reading from   Learning C# by Developing Games with Unity Get to grips with coding in C# and build simple 3D games in Unity 2023 from the ground up

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Product type Paperback
Published in Nov 2022
Publisher Packt
ISBN-13 9781837636877
Length 466 pages
Edition 7th 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 (18) Chapters Close

Preface 1. Getting to Know Your Environment FREE CHAPTER 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

Understanding methods

On their own, variables can’t do much more than keep track of their assigned values. While this is vital, they are not very useful on their own in terms of creating meaningful applications. So, how do we go about creating actions and driving behavior in our code? The short answer is by using methods.

Before we get to what methods are and how to use them, we should clarify a small point of terminology. In the world of programming, you’ll commonly see the terms method and function used interchangeably, especially in regard to Unity.

Since C# is an object-oriented language (this is something that we’ll cover in Chapter 5, Working with Classes, Structs, and OOP), we’ll be using the term method for the rest of the book to conform to standard C# guidelines.

When you come across the word function in the Scripting Reference or any other documentation, think method.

Methods drive actions

Like variables, defining programming...

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