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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

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Product type Paperback
Published in Nov 2022
Publisher Packt
ISBN-13 9781837636877
Length 466 pages
Edition 7th Edition
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Author (1):
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Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
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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

Creating a game manager

A common misconception when learning to program is that all variables should automatically be made public, but in general, this is not a good idea. In my experience, variables should be thought of as protected and private from the start, and only made public if necessary. One way you’ll see experienced programmers protect their data is through manager classes, and since we want to build good habits, we’ll be following suit. Think of manager classes as a funnel where important variables and methods can be accessed safely.

When I say safely, I mean just that, which might seem unfamiliar in a programming context. However, when you have different classes communicating and updating data with each other, things can get messy. That’s why having a single contact point, such as a manager class, can keep this to a minimum. We’ll get into how to do that effectively in the following section.

Tracking player properties

Hero Born is...

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