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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

Variables act as placeholders

When you create and name a variable, you're creating a placeholder for the value that you want to store. Let's take the following simple math equation as an example:

2 + 9 = 11

Okay, no mystery here, but what if we wanted the number 9 to be its variable? Consider the following code block:

myVariable = 9

Now we can use the variable name, myVariable, as a substitute for 9 anywhere we need it:

2 + myVariable = 11
If you're wondering whether variables have other rules or regulations, they do. We'll get to those in the next chapter, so sit tight.

Even though this example isn't real C# code, it illustrates the power of variables and their use as placeholder references. In the next section you'll start creating variables of your own, so keep on rolling!

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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