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Learning C# by Developing Games with Unity 2020

You're reading from   Learning C# by Developing Games with Unity 2020 An enjoyable and intuitive approach to getting started with C# programming and Unity

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Product type Paperback
Published in Aug 2020
Publisher Packt
ISBN-13 9781800207806
Length 366 pages
Edition 5th Edition
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Author (1):
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Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
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Table of Contents (16) 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. Exploring Generics, Delegates, and Beyond 13. The Journey Continues 14. Pop Quiz Answers 15. Other Books You May Enjoy

Scripts become components

All GameObject components are scripts, whether you or the good people at Unity wrote them. Unity-specific components such as Transform, and their respective scripts, just aren't supposed to be edited by us.

The moment a script that you have created is dropped onto a GameObject, it becomes another component of that object, which is why it appears in the Inspector panel. To Unity, it walks, talks, and acts like any other component, complete with public variables underneath the component that can be changed at any time. Even though we aren't supposed to edit the components provided by Unity, we can still access their properties and methods, making them powerful development tools.

Unity also makes some automatic readability adjustments when a script becomes a component. You might have noticed that when we added LearningCurve to Main Camera, Unity displayed it as Learning Curve, with currentAge changing to Current Age

Part of a previous Time for action section already had you update a variable in the Inspector panel, but it's important to touch on how this works in more detail. There are two situations in which you can modify a property value:

  • In Play mode
  • In development mode

Changes made in Play mode take effect immediately in real-time, which is great for testing and fine-tuning gameplay. However, it's important to note that any changes made while in Play mode will be lost when you stop the game and return to development mode. 

When you're in development mode, any changes that you make to the variables will be saved by Unity. This means that if you were to quit Unity and then restart it, the changes would be retained.

The changes that you make to values in the Inspector panel do not modify your script, but they will override any values you had assigned in your script when in Play mode.

If you need to undo any changes made in the Inspector panel, you can reset the script to its default (sometimes called initial) values. Click on the three vertical dots icon to the right of any component, and then select Resetas shown in the following screenshot:

This should give you some peace of mind – if your variables get out of hand, there's always the hard reset. 

You have been reading a chapter from
Learning C# by Developing Games with Unity 2020 - Fifth Edition
Published in: Aug 2020
Publisher: Packt
ISBN-13: 9781800207806
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