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Game programming with Unity and C# : a complete beginner's guide / Casey Hardman.

By: Contributor(s): Material type: TextTextPublisher: New York, NY : Apress, [2024]Edition: Second editionDescription: 1 online resource ( 428 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781484297209
  • 1484297202
Subject(s): DDC classification:
  • 794.8/166 23/eng/20240102
LOC classification:
  • QA76.76.C672 H37 2024
Online resources:
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
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
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
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
No physical items for this record

Includes index.

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

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

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

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

Electronic reproduction. Ann Arbor, MI Available via World Wide Web.

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