Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Oct 2021
Publisher Packt
ISBN-13 9781801813945
Length 428 pages
Edition 6th Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
Arrow right icon
View More author details
Toc

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

Exploring the documentation

The last topic we'll touch on in this first foray into Unity and C# scripts is documentation. Not sexy, I know, but it's important to form good habits early when dealing with new programming languages or development environments.

Accessing Unity's documentation

Once you start writing scripts in earnest, you'll be using Unity's documentation quite often, so it's beneficial to know how to access it early on. The Reference Manual will give you an overview of a component or topic, while specific programming examples can be found in the Scripting Reference.

Every game object (an item in the Hierarchy window) in a scene has a Transform component that controls its Position, Rotation, and Scale. To keep things simple, we'll just look up the camera's Transform component in the Reference Manual:

  1. In the Hierarchy tab, select the Main Camera game object
  2. Move over to the Inspector tab and click on...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image