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Learning C# by Developing Games with Unity

You're reading from   Learning C# by Developing Games with Unity Get to grips with coding in C# and build simple 3D games in Unity 2023 from the ground up

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Product type Paperback
Published in Nov 2022
Publisher Packt
ISBN-13 9781837636877
Length 466 pages
Edition 7th 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 (18) Chapters Close

Preface 1. Getting to Know Your Environment FREE CHAPTER 2. The Building Blocks of Programming 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. Specialized Collection Types and LINQ 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

Introducing classes

We’ve seen how variables store information and how methods perform actions, but our programming toolkit is still somewhat limited. We need a way of creating a sort of super container, containing variables and methods that can be referenced from within the container itself. Enter classes:

  • Conceptually, a class holds related information, actions, and behaviors inside a single container. They can even communicate with each other.
  • Technically, classes are data structures. They can contain variables, methods, and other programmatic information, all of which can be referenced when an object of the class is created.
  • Practically, a class is a blueprint. It sets out the rules and regulations for any object (called an instance) created using the class blueprint.

You’ve probably realized that classes surround us not only in Unity but in the real world as well. Next, we’ll take a look at the most common Unity class and how...

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