GAME DEVELOPMENT USING UNITY AND C# PDF

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Since then, Terry has been learning C# for wriƟng scripts for Unity. game programmer at Serious Games InteracƟve in Copenhagen, Denmark. Did you know that Packt offers eBook versions of every book published, with PDF and ePub. International Standard Book Number (eBook - PDF) .. The downside to using game creation software was that it was tailored to create. 'game development for everyone' ethic ever since and works with Unity to reconstructions for evidence used in court cases, using the Unity game engine. opportunity to write in C# and Boo (a derivative of the Python language) also. I've.


Game Development Using Unity And C# Pdf

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phisrebiberkotch.ml Learning C# by Developing Games with Unity 3D . to use C# instead of UnityScript 10 Reason 1 for choosing C# – vast amount of. This thesis looks at how games in general are developed in Unity, a 3D game engine . games is C#, specifically for scripting in the games. Game engine – system designed to help create video games o Easier using UnityEngine; phisrebiberkotch.mlon, phisrebiberkotch.mlon);. } } C# import UnityEngine.

All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage and retrieval system, without permission in writing from the publisher. Details on how to seek permission, further information about the Publisher's permissions policies and our arrangements with organizations such as the Copyright Clearance Center and the Copyright Licensing Agency, can be found at our website: www.

This book and the individual contributions contained in it are protected under copyright by the Publisher other than as may be noted herein.

Notices Knowledge and best practice in this field are constantly changing. As new research and experience broaden our understanding, changes in research methods, professional practices, or medical treatment may become necessary.

Practitioners and researchers must always rely on their own experience and knowledge in evaluating and using any information, methods, compounds, or experiments described herein. In using such information or methods they should be mindful of their own safety and the safety of others, including parties for whom they have a professional responsibility. Those with artistic talents and ideas for games could not find a good resource to ease them into programming.

However, programming texts tend to be dry and ignore the visual aspect. With the face of the game development industry rapidly changing from a small number of large development teams to much more of a cottage industry consisting of small multiskilled teams, it is more imperative that individuals are skilled in both art and programming.

Game development tools are also not what they used to be, and rapid game development tools such as Unity are making it a possibility for individuals to make complete games from scratch. To address these issues, this book is written for the artist who wants to program and the programmer who wants some pointers about using game art. In the beginning I started writing just for artists but soon came to realize the content was equally as relevant to those wanting to learn how to start programming games.

How This Book Is Organized This book has been written with artists who want to learn how to develop games and programmers who want to learn about using art in games in mind. It approaches game development in a unique combination of teaching programming, keeping in mind the design; for programming, a game's graphical user interface is entirely different from making it look good.

Learning about how design impacts on programming and vice versa is a logical way to introduce both sides of the game develop coin to game creation. All chapters focus on sets of mechanical functions existing within games: Chapter One, The Art of Programming Game Mechanics, explains the roles both art and programming play in creating games and explores the limitations of having one without the other.

NET Framework 3.

C# Scripting in Unity

If you prefer, you can configure Visual Studio as your editor. To debug, you launch MonoDevelop from Unity. MonoDevelop has a plug-in that opens a connection back to the Unity debugger and issues commands to it after you Debug Attach to Process in MonoDevelop.

When you open Unity for the first time, you see the project dialog shown in Figure 2. Figure 2 The Unity Project Wizard In the project dialog, you specify the name and location for your project 1.

You can also import a package later. A package is a. Finally, you can choose either 2D or 3D 3. This list is populated from. Anything you download from the Unity asset store also comes as a. As such, it will show up in this list once it exists on your system. You could just double-click on any. The default Unity window layout is shown in Figure 3.

You can drag and drop from Explorer into Unity to add files to your project. Scene: The currently open scene. Hierarchy: All the game objects in the scene. Note the use of the term GameObjects and the GameObjects dropdown menu.

Inspector: The components properties of the selected object in the scene. Clicking Play plays the game near instantly without having to perform separate builds. Pause pauses the game, and advance frame runs it one frame at a time, giving you very tight debugging control.

Console: This window can become somewhat hidden, but it shows output from your compile, errors, warnings and so forth.

It also shows debug messages from code; for example, Debug. Log will show its output here. Of important mention is the Game tab next to the Scene tab.

This tab activates when you click play and your game starts to run in this window. This is called play mode and it gives you a playground for testing your game, and even allows you to make live changes to the game by switching back to the Scene tab. Be very careful here, though.

About Scenes Everything that runs in your game exists in a scene. You can have as many scenes as you want in a project. When you download third-party packages or even sample games from the asset store, you typically must look for the scene files in your project to open.

A scene file is a single file that contains all sorts of metadata about the resources used in the project for the current scene and its properties.

You can search for all the scenes in your project by clicking the icon indicated in Figure 4 and filtering on Scene. Notice, however, that in any new scene, Unity always creates a camera that has an Audio Listener component already on it.

You point Unity to a folder structure and it opens the folder as a project. Projects contain Assets, Library, ProjectSettings, and Temp folders, but the only one that shows up in the interface is the Assets folder, which you can see in Figure 4.

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The Assets folder contains all your assets—art, code, audio; every single file you bring into your project goes here.

This is always the top-level folder in the Unity Editor. But make changes only in the Unity interface, never through the file system. The Library folder is the local cache for imported assets; it holds all metadata for assets. The Temp folder is used for temporary files from Mono and Unity during the build process.

Pro Unity Game Development with C# Book Book

I want to stress the importance of making changes only through the Unity interface and not the file system directly. This includes even simple copy and paste.

Unity tracks metadata for your objects through the editor, so use the editor to make changes outside of a few fringe cases. You can drag and drop from your file system into Unity, though; that works just fine. Think of System. Object in the. NET Framework. Almost all types derive from it. The same concept goes for GameObject.

All of the objects shown in Figure 5 and many more derive from a GameObject. You can see in Figure 6 that an empty GameObject was added to the scene; note its properties in the Inspector. GameObjects by default have no visual properties except the widget Unity shows when you highlight the object. The Transform property is simply the position, rotation and scale of any GameObject.

Unity uses the left-hand coordinate system, in which you think of the coordinates of your computer screen as X horizontal , Y vertical and Z depth, that is, coming in or going out of the screen.

Position and Transform. Scale are both Vector3 objects. Components You add functionality to GameObjects by adding Components. Everything you add is a Component and they all show up in the Inspector window. There are MeshRender and SpriteRender Components; Components for audio and camera functionality; physics-related Components colliders and rigidbodies , particle systems, path-finding systems, third-party custom Components, and more.

You use a script Component to assign code to an object. Components are what bring your GameObjects to life by adding functionality, akin to thedecorator pattern in software development, only much cooler. I renamed the cube Enemy and then created another to have two cubes.

You can see in Figure 7 I moved one cube about units away from the other, which you can do by using the move tool on the toolbar or the W key once an object is highlighted. Figure 7 Current Project with Two Cubes The code is a simple class that finds a player and moves its owner toward it.Lines 20, 21, 22, and 23 make up the AddTwoNumbers method. You will noice in the Inspector panel that both properies, Number 1 and Number 2 are gone.

We could possibly have hundreds of diferent combinaions of "two numbers" to add together. Since they are names, use the string type. When the GameObject your script is atached to is irst used in your scene, the Start method is called. Just like an array, this is how to directly retrieve the data in an element at a speciic index. The arguments number1 and number3 send the integers 2 and 7 to the method parameters on line Add lines 22 to 26 to deine the AddTwoNumbers method with parameters.

Most beginners to Unity easily learn their way around the Unity interface, how to add assets, and work in the Scene and Hierarchy windows. Geing into the Details of Methods 43 Ending a method deiniion using curly braces 44 Using methods in a script 44 Naming methods properly 44 Begin method names with an uppercase leter 45 Using muli-word names for a method 45 Parentheses are part of the method name 45 [ ii ] www.

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