Game programming with Unity and C# a complete beginner's guide
Learn the essentials of the Unity game engine, the C# programming language, and the art of object-oriented programming. This book is aimed at beginners with no knowledge or experience in game development or programming. Packed with examples, this Second Edition is up-to-date with the latest Unity st...
Main Author: | |
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Format: | eBook |
Language: | English |
Published: |
New York, NY
Apress
2024
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Edition: | Second edition |
Subjects: | |
Online Access: | |
Collection: | O'Reilly - Collection details see MPG.ReNa |
Table of Contents:
- Intro
- Table of Contents
- About the Author
- About the Technical Reviewer
- Introduction
- Part I: Unity Fundamentals
- Chapter 1: Installation and Setup
- Unity Hub
- Installing Our Code Editor
- Installing Unity
- Creating a Project
- Summary
- Chapter 2: Unity Basics
- Windows
- Project Window
- Scene Window
- Hierarchy Window
- Inspector Window
- Components
- Adding GameObjects
- Summary
- Chapter 3: Manipulating the Scene
- Transform Tools
- Positions and Axes
- Making a Floor
- Scale and Unit Measurements
- Summary
- Chapter 4: Parents and Their Children
- Child GameObjects
- World vs. Local Coordinates
- A Simple Building
- Pivot Points
- Summary
- Chapter 5: Prefabs
- Making and Placing Prefabs
- Editing Prefabs
- Overriding Values
- Nested Prefabs
- Prefab Variants
- Summary
- Part II: Programming Fundamentals
- Chapter 6: Programming Primer
- Programming Languages and Syntax
- What Code Does
- Strong vs. Weak Typing
- File-Type Extensions
- Scripts
- Summary
- Chapter 7: Code Blocks and Methods
- Statements and Semicolons
- Code Blocks
- Comments
- Methods
- Calling Methods
- Basic Data Types
- Attributes
- Summary
- Chapter 11: Inheritance
- Inheritance in Action: RPG Items
- Declaring Our Classes
- Constructor Chaining
- Subtypes and Casting
- Type Checking
- Virtual Methods
- Number Value Types
- Summary
- Chapter 12: Debugging
- Setting Up the Debugger
- Breakpoints
- Using Unity's Documentation
- Summary
- Part III: Obstacle Course
- Chapter 13: Obstacle Course Design and Outline
- Gameplay Overview
- Technical Overview
- Player Controls
- Death and Respawn
- Levels
- Level Selection
- Obstacles
- Project Setup
- Summary
- Chapter 14: Player Movement
- Returning Values with Methods
- Declaring Methods
- Operators
- Summary
- Chapter 8: Conditions
- The "if" Block
- Overloads
- Enums
- The "else" Block
- The "else if" Block
- Operators for Conditions
- Equality Operators
- Greater Than and Less Than
- Or
- And
- Summary
- Chapter 9: Working with Objects
- Classes
- Variables
- Accessing Class Members
- Instance Methods
- Declaring Constructors
- Using the Constructor
- Static Members
- Summary
- Chapter 10: Working with Scripts
- Usings and Namespaces
- Script Class
- Rotating a Transform
- Frames and Seconds
- Player Setup
- Materials and Colors
- Applying Materials
- Declaring Our Variables
- Properties
- Tracking the Velocity
- Applying the Movement
- Summary
- Chapter 15: Death and Respawning
- Enabling and Disabling
- Death Method
- Respawn Method
- Summary
- Chapter 16: Basic Hazards
- Collision Detection
- Hazard Script
- Projectile Script
- Shooting Script
- Summary
- Chapter 17: Walls and Goals
- Walls
- Goals
- Build Settings for Scenes
- Summary
- Chapter 18: Patrolling Hazards
- Resembling a Patrol Point
- Arrays
- Setting Up Patrol Points