
Preface
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Chapter 2, Introducing the Building Blocks for Unity Scripts, explains that there are two
primary building blocks for wring code, variables and methods. This chapter introduces
the concepts of a variable and a method. With these two building blocks, we look into the
concept of a "class," a container of variables and methods used to create Unity Components.
Finally, communicaon between GameObjects is discussed by introducing Dot Syntax.
Chapter 3, Geng into the Details of Variables, explains using variables in detail. We see how
they're used for storing data, and how the magic works to turn variables into Component
properes which appear in the Unity Inspector panel.
Chapter 4, Geng into the Details of Methods, explains how methods perform the acons that
take place on GameObjects. We see how to create and use methods in detail. We also look into
two of Unity's most oen used methods, the Start() method and the Update() method.
Chapter 5, Making Decisions in Code, explains that during gameplay, decisions have to be
made about many things, just like you do in your daily life. We look at many of the ways
choices are made and some of the common reasons for which decisions are required.
Chapter 6, Using Dot Syntax for Object Communicaon, shows us what Dot Syntax actually is,
a simple address format to retrieve informaon or send informaon to other Components.
Chapter 7, Creang the Gameplay is Just a Part of the Game, shows that developing the
gameplay is fun, but there are other parts needed to make a fully funconal game. We look
into some of the possible parts needed and how to organize all the parts by introducing the
use of a State Machine.
Chapter 8, Developing the State Machine, creates a simple State Machine to show how it
works, and see the simplicity it brings for controlling a game. We show how to change Scenes
for a mul-level game and how to deal with GameObjects when changing to another scene.
Chapter 9, Start Building a Game and Get the Basic Structure Running, teaches us how to
access and use Unity's Scripng Reference and the Reference Manual for the features we
want. Then we begin creang a mul-level game using the state machine and three scenes.
A Player GameObject is added and we learn how to control it.
Chapter 10, Moving Around, Collisions, and Keeping Score, shows how to move the Player
around using Unity's physics system, and have cameras follow the Player's movements. We
develop a GUI scoring system, start shoong projecles at enemy objects, and see how to
win or lose the game. Ulmately, we see how all the separate pieces of code come together
and work together.
Chapter 11, Summarizing Your New Coding Skills, reviews the main points you learned about
programming with C# and working with objects. I tell you about some of the C# and Unity
features you may want to learn now that you understand the basics of C#. I will highlight
the benets of incorporang a state machine into your Unity projects. Finally, I present my
favorite sources for further learning.