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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

Summary

We looked into using Unity's Reference Manual and the Scripting Reference. As a beginner, probably the most time consuming part of writing code will be searching Unity's documentation for the information you need. We expanded the State Machine and added a Player GameObject. Planning ahead before writing code is always a good idea. A State Machine is a good option for organizing your project's code. Nine State classes were created for the State machine. We then displayed a splash screen and a button in BeginState. For the SetupState, we displayed a spinning Player and some GUI buttons to set Player options.

A major point to be taken from writing all this code is that public variables and methods in any class or script are easily accessed. All that's needed is a reference to an object, then you can use Dot Syntax to easily access data and methods.

In the next chapter, we will continue the game development by entering our first PlayState and see how the State Machine...

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