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Mastering Unity Scripting
Mastering Unity Scripting

Mastering Unity Scripting: Learn advanced C# tips and techniques to make professional-grade games with Unity

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Table of content icon View table of contents Preview book icon Preview Book

Mastering Unity Scripting

Chapter 1. Unity C# Refresher

This book is about mastering scripting for Unity, specifically mastering C# in the context of Unity game development. The concept of mastering needs a definition and qualification, before proceeding further. By mastering, I mean this book will help you transition from having intermediate and theoretical knowledge to having more fluent, practical, and advanced knowledge of scripting. Fluency is the keyword here. From the outset of learning any programming language, the focus invariably turns to language syntax and its rules and laws—the formal parts of a language. This includes concepts such as variables, loops, and functions. However, as a programmer gets experience, the focus shifts from language specifically to the creative ways in which language is applied to solve real-world problems. The focus changes from language-oriented problems to questions of context-sensitive application. Consequently, most of this book will not primarily be about the formal language syntax of C#.

After this chapter, I'll assume that you already know the basics. Instead, the book will be about case studies and real-world examples of the use of C#. However, before turning to that, this chapter will focus on the C# basics generally. This is intentional. It'll cover, quickly and in summary, all the C# foundational knowledge you'll need to follow along productively with subsequent chapters. I strongly recommend that you read it through from start to finish, whatever your experience. It's aimed primarily at readers who are reasonably new to C# but fancy jumping in at the deep end. However, it can also be valuable to experienced developers to consolidate their existing knowledge and, perhaps, pick up new advice and ideas along the way. In this chapter, then, I'll outline the fundamentals of C# from the ground up, in a step-by-step, summarized way. I will speak as though you already understand the very basics of programming generally, perhaps with another language, but have never encountered C#. So, let's go.

Why C#?

When it comes to Unity scripting, an early question when making a new game is which language to choose, because Unity offers a choice. The official choices are C# or JavaScript. However, there's a debate about whether JavaScript should more properly be named "JavaScript" or "UnityScript" due to the Unity-specific adaptations made to the language. This point is not our concern here. The question is which language should be chosen for your project. Now, it initially seems that as we have a choice, we can actually choose all two languages and write some script files in one language and other script files in another language, thus effectively mixing up the languages. This is, of course, technically possible. Unity won't stop you from doing this. However, it's a "bad" practice because it typically leads to confusion as well as compilation conflicts; it's like trying to calculate distances in miles and kilometers at the same time.

The recommended approach, instead, is to choose one of the three languages and apply it consistently across your project as the authoritative language. This is a slicker, more efficient workflow, but it means one language must be chosen at the expense of others. This book chooses C#. Why? First, it's not because C# is "better" than the others. There is no absolute "better" or "worse" in my view. Each and every language has its own merits and uses, and all the Unity languages are equally serviceable for making games. The main reason is that C# is, perhaps, the most widely used and supported Unity language, because it connects most readily to the existing knowledge that most developers already have when they approach Unity. Most Unity tutorials are written with C# in mind, as it has a strong presence in other fields of application development. C# is historically tied to the .NET framework, which is also used in Unity (known as Mono there), and C# most closely resembles C++, which generally has a strong presence in game development. Further, by learning C#, you're more likely to find that your skill set aligns with the current demand for Unity programmers in the contemporary games industry. Therefore, I've chosen C# to give this book the widest appeal and one that connects to the extensive body of external tutorials and literature. This allows you to more easily push your knowledge even further after reading this book.

Creating script files

If you need to define a logic or behavior for your game, then you'll need to write a script. Scripting in Unity begins by creating a new script file, which is a standard text file added to the project. This file defines a program that lists all the instructions for Unity to follow. As mentioned, the instructions can be written in either C#, JavaScript, or Boo; for this book, the language will be C#. There are multiple ways to create a script file in Unity.

One way is to go to Assets | Create | C# Script from the application menu, as shown in the following screenshot:

Creating script files

Creating a script file via the application menu

Another way is to right-click on the empty space anywhere within the Project panel and choose the C# Script option in the Create menu from the context menu, as shown in the following screenshot. This creates the asset in the currently open folder.

Creating script files

Creating a script file via the Project panel context menu

Once created, a new script file will be generated inside the Project folder with a .cs file extension (representing C Sharp). The filename is especially important and has serious implications on the validity of your script files because Unity uses the filename to determine the name of a C# class to be created inside the file. Classes are considered in more depth later in this chapter. In short, be sure to give your file a unique and meaningful name.

By unique, we mean that no other script file anywhere in your project should have the same name, whether it is located in a different folder or not. All the script files should have a unique name across the project. The name should also be meaningful by expressing clearly what your script intends to do. Further, there are rules of validity governing filenames as well as class names in C#. The formal definition of these rules can be found online at http://msdn.microsoft.com/en-us/library/aa664670%28VS.71%29.aspx. In short, the filename should start with a letter or underscore character only (numbers are not permitted for the first character), and the name should include no spaces, although underscores (_) are allowed:

Creating script files

Name your script files in a unique way and according to the C# class naming conventions

Unity script files can be opened and examined in any text editor or IDE, including Visual Studio and Notepad++, but Unity provides the free and open source editor, MonoDevelop. This software is part of the main Unity package included in the installation and doesn't need to be downloaded separately. By double-clicking on the script file from the Project panel, Unity will automatically open the file inside MonoDevelop. If you later decide to, or need to, rename the script file, you also need to rename the C# class inside the file to match the filename exactly, as shown in the following screenshot. Failure to do so will result in invalid code and compilation errors or problems when attaching the script file to your objects.

Creating script files

Renaming classes to match the renamed script files

Note

Compiling code

To compile code in Unity, you just need to save your script file in MonoDevelop by choosing the Save option in the File menu from the application menu (or by pressing Ctrl + S on the keyboard) and then return to the main Unity Editor. On refocusing on the Unity window, Unity automatically detects code changes in the files and then compiles your code in response. If there are errors, the game cannot be run, and the errors are printed to the Console window. If the compile was successful, you don't need to do anything else, except press Play on the Editor toolbar and test run your game. Take care here; if you forget to save your file in MonoDevelop after making code changes, then Unity will still use the older, compiled version of your code. For this reason as well as for the purpose of backup, it's really important to save your work regularly, so be sure to press Ctrl + S to save in MonoDevelop.

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Description

Mastering Unity Scripting is an advanced book intended for students, educators, and professionals familiar with the Unity basics as well as the basics of scripting. Whether you've been using Unity for a short time or are an experienced user, this book has something important and valuable to offer to help you improve your game development workflow.

What you will learn

  • Understand core C# concepts, such as class inheritance, interfaces, singletons, and static objects
  • Implement effective Artificial Intelligence for NPCs
  • Work with eventdriven programming to optimize your code
  • Develop solid debugging and diagnostic techniques
  • Get to know the Mono Framework and Linq in practical contexts
  • Customize the rendering functionality for postprocess effects
  • Code line of sight, view testing, and other useful algorithms
  • Improve the quality of your code with the help of concepts such as attributes

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Jan 29, 2015
Length: 380 pages
Edition : 1st
Language : English
ISBN-13 : 9781784390655
Vendor :
Unity Technologies
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Publication date : Jan 29, 2015
Length: 380 pages
Edition : 1st
Language : English
ISBN-13 : 9781784390655
Vendor :
Unity Technologies
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Tools :

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Table of Contents

11 Chapters
1. Unity C# Refresher Chevron down icon Chevron up icon
2. Debugging Chevron down icon Chevron up icon
3. Singletons, Statics, GameObjects, and the World Chevron down icon Chevron up icon
4. Event-driven Programming Chevron down icon Chevron up icon
5. Cameras, Rendering, and Scenes Chevron down icon Chevron up icon
6. Working with Mono Chevron down icon Chevron up icon
7. Artificial Intelligence Chevron down icon Chevron up icon
8. Customizing the Unity Editor Chevron down icon Chevron up icon
9. Working with Textures, Models, and 2D Chevron down icon Chevron up icon
10. Source Control and Other Tips Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

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4 star 35.7%
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Robert Kleszczynski Mar 09, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Coming from a self-taught programming background, I've seen a bunch of books tackle the basics of coding in Unity. Short of going through the documentation, there is not much out there to take people to the next level.This book serves as a bridge between the beginner concepts and the more advanced programming concepts covered in other books. While it does provide a short primer on C#, it's definitely recommended that you know the basics of programming before diving in. The book takes you through some of the more in depth functions in Mono Develop as well as some more practical uses of the language other than just syntax and other basics, which many books do a good job of covering already.The next steps included in this book are event-driven programming, camera manipulation and rendering, an introduction to artificial intelligence and enemy behavior, customizing Unity to fit your needs, and even a primer on working in two dimensions with Unity. Overall, I'd say I'm happy with the topics covered as they give a good foundation to move on to more advanced programming topics, like artificial intelligence.The explanations are clear and the code examples are pretty easy to go through without ripping your hair out. I'd definitely recommend it to anyone who is looking to take their next step into programming with Unity after knowing the basics.To better describe the code examples,, this book mainly focuses on tools and techniques to make your game programming a smoother process. There is a complete game covered in one of the chapters, but for the most part, the book provides working examples of elements that you can incorporate into your own projects.
Amazon Verified review Amazon
Jlthorne Jan 20, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Great Transaction, Good book
Amazon Verified review Amazon
Thomas Feucht Apr 18, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I recently have had the opportunity to review the book Mastering Unity Scripting by Alan Thorn, which was released in January 2015. In my opinion this intermediate to advanced level programming book requires you to have a basic understanding of C# and Unity 4.x in general. In my review I will take you through all 10 chapters of the book which contains 361 pages in total:1. Unity C# RefresherThis chapter gives an in-depth look at how to create C# scripts including advanced topics like enums, arrays, events, polymorphism, properties and more. The chapter is very useful to get your C# knowledge to the expert level.2. DebuggingThe second chapter will show you how to debug your C# code within the Mono IDE which comes with Unity including using the profiler for optimization.3. Singletons, Statics, GameObjects, and the WorldThis chapter covers the anatomy of both scenes and objects and how the interobject communication happens.4. Event-Driven ProgrammingIn this chapter you learn how event-driven programming helps you to create code that is easier to maintain and also with better performance.5. Cameras, Rendering, and ScenesThis chapter demonstrates how to create cameras for certain gameplay types like perspective and orthographic cameras, camera shakes and follow cameras. It also shows how camera rendering and postprocessing works.6. Working with MonoThe 6th chapter covers how to use lists and collections (dictionaries, stacks, enumerators), strings, regular expressions, linq and text Assets from the Mono Framework.7. Artificial IntelligenceIf you need to implement an articifial intelligence for your game, this chapter is for you. It's about creating a first-person sample game set inside a maze environment. Here, the player can attack enemies, and enemies can attack the player. The enemy will search the environment, look for the player, and when they are found, chase and attack them. The enemy can also be attacked, and when attacked, they will flee and search for power-ups if their health runs low.8. Customizing the Unity EditorThis chapter covers how to extend the Unity Editor with your own scripts: Batch Renaming of game objects, color blending, property exposing, localization.9. Working with Textures, Models, and 2DChapter 9 covers how work with rotating skybox backgrounds, procedural geometry, real-time editing of meshes and animation of mesh UVs.10. Source Control and Other TipsThe last chapter is about git as a source control system and contains other several tips and tricks. These other tips and tricks are about resources folder and external files, AssetBundles, persistent data and saved games.SummaryOverall this is a great in-depth guide to advanced Unity topics. It doesn't cover the basics well, but I think if you do the learning videos of Unity's web site first and afterwards start reading this book, then you take your Unity programming skills to the next level. I really liked the usage of C# instead of JavaScript for Unity Scripting, because I prefer C# over JavaScript.
Amazon Verified review Amazon
Roberto Dillon Feb 27, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Here we have a very nicely done Unity book for intermediate users. While "Mastering Unity Scripting" start with a recap chapter on Unity basics, this is only meant as a quick refresh and not as a full scale introduction so, if you are a beginner, check other titles before getting into this.After this, the book goes on by covering some fundamental ground that intermediate users should definitely know to push their skills to the next, advanced level, starting with debugging, using and finding game objects effectively, using lists and so on.There is also an introductory chapter on AI covering path finding and finite state machine in mecanim that I found a good read. Recommended.
Amazon Verified review Amazon
Bartleby47 Oct 15, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Very useful stuff. Definitely recommend it.
Amazon Verified review Amazon
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