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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

Accessing components

Now that we know how components act on GameObjects, how do we go about accessing their specific instances? Lucky for us, all GameObjects in Unity inherit from the GameObject class, which means we can use their member methods to find anything we need in a scene. There are two ways to assign or retrieve GameObjects that are active in the current scene:

  1. Through the GetComponent or Find methods in the GameObject class, which work with public and private variables.
  1. By dragging and dropping the GameObjects themselves from the Project panel directly into variable slots in Inspector tab. This option only works with public variables in C# (or in Unity with private variables marked with the SerializeField attribute), since those are the only ones that will appear in Inspector.
You can learn more about attributes and SerializeField in the Unity documentation at https://docs.unity3d.com/ScriptReference/SerializeField.html.

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