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Learning C# by developing games with Unity 2019 : code in C# and build 3D games with Unity /

Unity, the world's leading real-time engine, is used to create half of the world's games. This book will teach programming newcomers the C# language in a fun and accessible way through game development. No prior programming or game development experience is required, only a curious mind.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Ferrone, Harrison (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, 2019.
Edición:Fourth edition.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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245 1 0 |a Learning C# by developing games with Unity 2019 :  |b code in C# and build 3D games with Unity /  |c Harrison Ferrone. 
246 3 |a Learning C Sharp by developing games with Unity 2019 
250 |a Fourth edition. 
264 1 |a Birmingham, UK :  |b Packt Publishing,  |c 2019. 
300 |a 1 online resource :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
500 |a Previous edition published: 2017. 
504 |a Includes bibliographical references. 
588 0 |a Online resource; title from title page (Safari, viewed May 14, 2019). 
505 0 |a Cover; Title Page; Copyright and Credits; Dedication; About Packt; Contributors; Table of Contents; Preface; Section 1: Programming Foundations and C#; Chapter 1: Getting to Know your Environment; Some basic prerequisites; Starting out with Unity 2019; Creating a new project; Navigating the editor; Using C# with Unity ; Working with C# scripts; Time for action -- creating a C# script; Introducing the Visual Studio editor; Time for action -- opening a C# file; Beware of naming mismatches; Syncing C# files; Fixing a broken sync; Documentation; Accessing Unity's documentation 
505 8 |a Time for action -- opening the Reference ManualTime for action -- using the Scripting Reference; Locating C# resources; Time for action -- looking up a C# class; Pop quiz -- dealing with scripts; Summary; Chapter 2: The Building Blocks of Programming; Defining variables; Names are important; Variables act as placeholders; Time for action -- creating a variable; Time for action -- changing a variable's value; A method to the madness; Methods drive actions; Methods are placeholders too; Time for action -- a simple method; Introducing classes; A class all along; Everyday blueprints; Commenting is key 
505 8 |a Practical backslashesTime for action -- adding comments; Putting it together in Unity; Scripts become components; Variables and the Inspector panel; A helping hand from MonoBehavior; Hero's trial -- MonoBehavior in the Scripting API; Class and component communication; Enter dot notation; Pop quiz -- C# building blocks; Summary; Chapter 3: Diving into Variables, Types, and Methods; Writing proper C#; Simple debugging; Variable syntax ; Type and value declarations; Type-only declarations; Access modifiers; Choosing a security level; Time for action -- making a variable private; Working with types 
505 8 |a Common built-in typesTime for action -- playing with different types; Time for action -- creating interpolated strings; Type conversions; Inferred declarations; Custom types; Types roundup; Naming variables; Best practices; Variable scope; Introducing operators; Arithmetic and assignments; Time for action -- executing incorrect type operations; Pop quiz #1 -- variables and types; Defining methods; Basic syntax; Modifiers and parameters; Time for action -- defining a simple method; Naming conventions; Methods are logic detours; Specifying parameters; Assigning arguments 
505 8 |a Time for action -- adding method parametersSpecifying return values; Time for action -- adding a return type; Using return values; Time for action -- capturing return values ; Hero's trial -- methods as arguments; Common Unity methods; The Start method; The Update method; Pop quiz #2 -- Understanding methods; Summary; Chapter 4: Control Flow and Collection Types; Selection statements; The if-else statement; Basic Syntax; Time for action -- thieving prospects; Using the NOT operator; Nesting statements; Evaluating multiple conditions; Time for action -- reaching the treasure; The switch statement 
520 |a Unity, the world's leading real-time engine, is used to create half of the world's games. This book will teach programming newcomers the C# language in a fun and accessible way through game development. No prior programming or game development experience is required, only a curious mind. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
630 0 0 |a Unity (Electronic resource) 
630 0 7 |a Unity (Electronic resource)  |2 fast 
650 0 |a Video games  |x Programming. 
650 0 |a C# (Computer program language) 
650 6 |a Jeux vidéo  |x Programmation. 
650 6 |a C# (Langage de programmation) 
650 7 |a C# (Computer program language)  |2 fast 
650 7 |a Video games  |x Programming  |2 fast 
776 0 8 |i Print version:  |a Ferrone, Harrison.  |t Learning C# by Developing Games with Unity 2019 : Code in C# and Build 3D Games with Unity, 4th Edition.  |d Birmingham : Packt Publishing Ltd, ©2019  |z 9781789532050 
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