From the Publisher
Harrison Ferrone
Book Highlights: Written to provide a firm understanding of programming to beginners Helps you work from scratch and develop a game using Unity Explains the connection between code and its effect on screen through Unity
What’s new in this sixth edition?
I wanted to focus on skills that are intermediate level because we’ve covered basics in the initial chapters, which provide a foundation for intermediate topics.
Every game uses data, and this edition has a chapter on handling this data in games or C# apps. The data doesn’t necessarily have to be from Unity – you’ll learn to work with the file system, just like on your desktop. You’ll perform operations like creating files and arranging information in them in XML and JSON formats.
What’s New:
Sixth edition updated to cover the latest version of Unity 2021 Introduces new topics including animating in code, using the new Unity Input Manager, and more A new chapter on reading, writing, and serializing data An exclusive invite to join the book club: Ask Qs, provide solutions to others, participate in events with Harrison and more using the link included in the book
What was your objective in writing the book? And what are the key takeaways for readers?
My objective was to create a resource that I would have wanted when I started learning to program. This hands-on guide starts with C# programming concepts and applies them to building games in Unity.
In the book, you’ll start off with the Unity installation process, the main features of the editor, and finding documentation for C# and Unity-specific topics.
You’ll also create C# scripts from inside Unity and take a look at Visual Studio, the application where all your code editing will take place. Once you have a sold understanding of programming and C#, the later chapters contain a wide range of resources to help you choose what you want to pursue in your career.
How is this book different from other books on C# programming and Unity game development?
This book is written with someone new to programming and Unity in mind.
Many of the resources, tutorials, and textbooks that I used to learn how to program made assumptions about basic concepts that weren’t clearly fully explained, leading to hours of independent searches for answers. That’s where this book comes in, as I’ll be taking you through the building blocks of programming and the C# language from scratch – all while building a fun and playable game prototype in Unity.
As a beginner, you’ll want to read it from cover to cover. If you’re coming from another language, you can use the book as a reference. Because each chapter has a starter project on GitHub, you can jump in wherever you want, and if you want to tackle a specific topic, you can jump right into that. Unlike other books, the approach and structure of this book don’t make any assumptions about the reader. I’d say this focus leads to a much better end product and learning experience.
What’s your favorite part of the book and why?
Out of the 14 chapters, 2 of them are very special to me. I really like the chapter in which we work on basic artificial intelligence, which is really just creating an enemy that looks like it’s smart. It’s very simple, but it looks smart in the game, which is the trick.
The new chapter on data and handling data is also really close to what I love to do. I like writing managers and service classes, because I enjoy seeing how well you know your own code, and how clean you can make it while dealing with complex things.
Topics Covered: Getting to Know Your Environment The Building Blocks of Programming Working with Classes, Structs, and OOP Getting Your Hands Dirty with Unity Movement, Camera Controls, and Collisions …and more!
Publisher : Packt Publishing; 6th ed. edition (October 29, 2021)
Language : English
Paperback : 428 pages
ISBN-10 : 1801813949
ISBN-13 : 978-1801813945
Item Weight : 1.61 pounds
Dimensions : 7.5 x 0.97 x 9.25 inches
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