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Learning C# by Developing Games with Unity 2021

You're reading from   Learning C# by Developing Games with Unity 2021 Kickstart your C# programming and Unity journey by building 3D games from scratch

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Product type Paperback
Published in Oct 2021
Publisher Packt
ISBN-13 9781801813945
Length 428 pages
Edition 6th 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 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. 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

Intermediate collections roundup

Before you move on to the summary and the next chapter, let's drive home some key points from what we've just learned. Topics that don't always have a 1-to-1 relationship with the actual game prototype we're building need a little extra love sometimes.

The one question I'm sure you're asking yourself at this point is: why use any of these other collection types when I could just use lists for everything? And that's a perfectly valid question. The easy answer is that stacks, queues, and HashSets offer better performance than lists when applied in the correct circumstances. For example, when you need to store items in a specific order, and access them in a specific order, a stack would be more efficient than a list.

The more complicated answer is that using different collection types enforces how your code is allowed to interact with them and their elements. This is a mark of good code design, as it removes...

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