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Game Development with Unity for .NET Developers

You're reading from   Game Development with Unity for .NET Developers The ultimate guide to creating games with Unity and Microsoft Game Stack

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Product type Paperback
Published in May 2022
Publisher Packt
ISBN-13 9781801078078
Length 584 pages
Edition 1st Edition
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Author (1):
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Jiadong Chen Jiadong Chen
Author Profile Icon Jiadong Chen
Jiadong Chen
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Toc

Table of Contents (16) Chapters Close

Preface 1. Part 1: Basic Unity Concepts
2. Chapter 1: Hello Unity FREE CHAPTER 3. Chapter 2: Scripting Concepts in Unity 4. Part 2: Using C# Scripts to Work with Unity's Built-In Modules
5. Chapter 3: Developing UI with the Unity UI System 6. Chapter 4: Creating Animations with the Unity Animation System 7. Chapter 5: Working with the Unity Physics System 8. Chapter 6: Integrating Audio and Video in a Unity Project 9. Part 3: Advanced Scripting in Unity
10. Chapter 7: Understanding the Mathematics of Computer Graphics in Unity 11. Chapter 8: The Scriptable Render Pipeline in Unity 12. Chapter 9: The Data-Oriented Technology Stack in Unity 13. Chapter 10: Serialization System and Assets Management in Unity and Azure 14. Chapter 11: Working with Microsoft Game Dev, Azure Cloud, PlayFab, and Unity 15. Other Books You May Enjoy

Conventions used

There are a number of text conventions used throughout this book.

Code in text: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: "If some content is generated at the beginning of the object collision via OnCollisionEnter, and you want to destroy them when the object collision ends, then you should consider using OnCollisionExit."

A block of code is set as follows:

using UnityEngine;
public class TriggerTest : MonoBehaviour
{
    private void OnTriggerStay(Collider other)
    {
        Debug.Log($"{this} stays {other}");
    }
}
} 

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

using UnityEngine;
public class PingPongBall : MonoBehaviour
{
    [SerializeField] private Rigidbody _rigidbody;
    [SerializeField] private Vector3 _initialImpulse;
    private void Start()
    {
        _rigidbody.AddForce(_initialImpulse,
          ForceMode.Impulse);
    }
}

Bold: Indicates a new term, an important word, or words that you see onscreen. For instance, words in menus or dialog boxes appear in bold. Here is an example: "Select 3D Object | Plane to create a new Plane object in the editor."

Tips or Important Notes

Appear like this.

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