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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

Coding a Unity Project

Unity projects are usually about the game being created, and not the code used to control the game. The State Machine was the project for this book; not the actual game. The simple game was just a collection of examples to demonstrate coding to access some of Unity's features.

The point of this book is to teach the basics of programming using C#. The State Machine allowed me to teach you about C# classes that were not Unity scripts. As you learned, not all classes have to be a script attached to a GameObject. If a class doesn't use any of Unity's magic methods, such as Update() and Start(), and none of the variables need to appear in the Inspector panel, then you could just create a regular C# class instead of a Component script.

None of the State classes are Components so they don't have to inherit from MonoBehaviour, yet they allow fine control of the game while organizing the code. Instead of having many large scripts with many if-else statements...

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