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Mastering Unity Game Development with C#

You're reading from   Mastering Unity Game Development with C# Harness the full potential of Unity 2022 game development using C#

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Product type Paperback
Published in Jul 2024
Publisher Packt
ISBN-13 9781835466360
Length 356 pages
Edition 1st Edition
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Author (1):
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Mohamed Essam Mohamed Essam
Author Profile Icon Mohamed Essam
Mohamed Essam
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Table of Contents (17) Chapters Close

Preface 1. Part 1: Game Design and Project Structure FREE CHAPTER
2. Chapter 1: An Introduction to Game Design and Project Management 3. Chapter 2: Writing Clean and Modular C# Code for Unity Game Development 4. Part 2: Advanced C# Game Development Techniques in Unity
5. Chapter 3: Extending Functionality with Unity Plugins 6. Chapter 4: Implementing Engaging Game Mechanics Using C# in Unity 7. Chapter 5: Designing Optimized User Interfaces with C# for Unity Games 8. Part 3: Data Management and Code Collaboration with C# in Unity
9. Chapter 6: Effective Game Data Handling and Management with C# in Unity 10. Chapter 7: Contributing to Existing Code Bases in Unity with C# 11. Part 4: Advanced Integration and External Assets with C# in Unity
12. Chapter 8: Implementing External Assets, APIs, and Pre-Built Components with C# in Unity 13. Chapter 9: Optimizing the Game Using Unity’s Profiler, Frame Debugger, and Memory Profiler 14. Chapter 10: Tips and Tricks in Unity 15. Index 16. Other Books You May Enjoy

Data-driven gameplay with C#

Data-driven design is an approach to game development where game behavior, content, and configuration are defined and controlled by external data files rather than hardcoded into the game’s source code. This approach offers several benefits, including increased flexibility, easier content iteration, and enhanced maintainability. By separating game data from code, we can modify game behavior, tweak parameters, and add new content without requiring code changes, thus accelerating iteration cycles and empowering designers to experiment with gameplay mechanics.

Let’s begin with one of the uses of ScriptableObjects for managing data.

Creating data for stats

We have the PlayerMovement script in our project, as shown in the following code block, which handles the player’s movement:

   public class PlayerMovement : MonoBehaviour
   {
       public float moveSpeed ...
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