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Learning C# by Developing Games with Unity 3D Beginner's Guide

You're reading from   Learning C# by Developing Games with Unity 3D Beginner's Guide The beauty of this book is that it assumes absolutely no knowledge of coding at all. Starting from very first principles it will end up giving you an excellent grounding in the writing of C# code and scripts.

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Product type Paperback
Published in Sep 2013
Publisher Packt
ISBN-13 9781849696586
Length 292 pages
Edition 1st Edition
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Author (1):
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Terry Norton Terry Norton
Author Profile Icon Terry Norton
Terry Norton
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Table of Contents (16) Chapters Close

Preface 1. Discovering Your Hidden Scripting Skills FREE CHAPTER 2. Introducing the Building Blocks for Unity Scripts 3. Getting into the Details of Variables 4. Getting into the Details of Methods 5. Making Decisions in Code 6. Using Dot Syntax for Object Communication 7. Creating the Gameplay is Just a Part of the Game 8. Developing the State Machine 9. Start Building a Game and Get the Basic Structure Running 10. Moving Around, Collisions, and Keeping Score 11. Summarizing Your New Coding Skills A. Initial State Machine files B. Completed code files for Chapters 9 and 10 C. Pop Quiz Answers Index

Applying your new coding skills to a State Machine

You learned the fundamentals of C# coding in the previous six chapters which were used for creating Components. You will use the same coding fundamentals to create a State Machine. You have learned in Chapter 6, Using Dot Syntax for Object Communication, that an object created from a class is called an instance of the class. In Unity, an object created from a class is called a Component. These terms may be different but they mean exactly the same; an object is created as defined by a class.

However, there is a difference in the way the traditional C# environment of the State Machine gets an instance object created, and the way Unity gets a component object created. The difference is as follows:

  • A class we write for Unity has to be attached to a GameObject.
  • A class we write for the State Machine is not attached to a GameObject.
  • Unity hides the code that is necessary to create an object. Unity knows to create the object because it's attached...
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