Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Nov 2022
Publisher Packt
ISBN-13 9781837636877
Length 466 pages
Edition 7th Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
Arrow right icon
View More author details
Toc

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

Remembering your object-oriented programming

OOP is a vast field of expertise, and its mastery requires not only study but also time spent applying its principles to real-life software development.

With all the foundational information you learned in this book, it might seem like a mountain you’re just better off not even attempting to climb. However, when you feel that way, take a step back and revisit these key concepts from Chapter 5Working with Classes, Structs, and OOP:

  • Classes are blueprints for objects you want to create in code
  • They can contain properties, methods, and events
  • They use constructors to define how they are instantiated
  • Instantiating objects from a class blueprint creates a unique instance of that class
  • Classes are reference types, meaning when the reference is copied it’s not a new instance
  • Structs are value types, meaning when the struct is copied a brand-new instance is created
  • Classes...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime