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Learning C# by Developing Games with Unity 2020

You're reading from   Learning C# by Developing Games with Unity 2020 An enjoyable and intuitive approach to getting started with C# programming and Unity

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Product type Paperback
Published in Aug 2020
Publisher Packt
ISBN-13 9781800207806
Length 366 pages
Edition 5th 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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Toc

Table of Contents (16) 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. Introducing Stacks, Queues, and HashSets 12. Exploring Generics, Delegates, and Beyond 13. The Journey Continues 14. Pop Quiz Answers 15. Other Books You May Enjoy

Physics roundup

Before we wrap up the chapter, here are a few high-level concepts to cement what we've learned so far:

  • Rigidbody components add simulated real-world physics to GameObjects they are attached to.
  • Collider components interact with each other, as well as objects, using Rigidbody components:
    • If a Collider component is not a trigger, it acts as a solid object.
    • If a Collider component is a trigger, it can be walked through.
  • An object is kinematic if it uses a Rigidbody component and has Is Kinematic checked, telling the physics system to ignore it.
  • An object is non-kinematic if it uses a Rigidbody component and applied force or torque to power its movement and rotation.
  • Colliders send out notifications based on their interactions:
    • These notifications depend on whether the Collider component is set to be triggered or not.
    • Notifications can be received from either colliding party, and they come with reference variables that hold an...
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