Learning C♯ by developing games with Unity 3D beginner's guide :: learn the fundamentals of C♯ to create scripts for your GameObjects /
Chapter 2: Introducing the Building Blocks for Unity Scripts; Using the term method instead of function; Understanding what a variable does in a script; Naming a variable; A variable name is just a substitute for a value; Time for action - creating a variable and seeing how it works; Time for action...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham :
Packt Publishing,
©2013.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | Chapter 2: Introducing the Building Blocks for Unity Scripts; Using the term method instead of function; Understanding what a variable does in a script; Naming a variable; A variable name is just a substitute for a value; Time for action - creating a variable and seeing how it works; Time for action - changing the number 9 to a different number; Using a method in a script; What is a method?; Time for action - learning how a method works; What's in this script file?; Method names are substitutes too; Introducing the class; By using a little Unity magic, a script becomes a Component. This book uses the learning-by-example approach. It takes simple examples from games to introduce all the main concepts of programming in an easy-to-digest and immediately recognizable way. This book is for the total beginner to any type of programming, focusing on the writing of C♯ code and scripts only. There are many parts that make up the Unity game engine. It is assumed that the reader already knows their way around Unity's user interface. The code editor used in this book is the MonoDevelop editor supplied by Unity. |
Beschreibung: | 1 online resource (292 pages) : illustrations |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781849696593 1849696594 1849696586 9781849696586 |
Internformat
MARC
LEADER | 00000cam a2200000 a 4500 | ||
---|---|---|---|
001 | ZDB-4-EBA-ocn862794230 | ||
003 | OCoLC | ||
005 | 20241004212047.0 | ||
006 | m o d | ||
007 | cr cnu---unuuu | ||
008 | 131003s2013 enka ob 001 0 eng d | ||
040 | |a MEAUC |b eng |e pn |c MEAUC |d EBLCP |d YDXCP |d N$T |d UMI |d COO |d E7B |d DEBBG |d DEBSZ |d OCLCQ |d OCLCO |d OCLCF |d OCLCQ |d OCLCO |d OCLCQ |d OCLCO |d VT2 |d CCO |d CNNOR |d DXU |d OCLCQ |d OCLCO |d DXU |d OCLCA |d LOA |d AGLDB |d ICA |d JBG |d ZCU |d MERUC |d OCLCQ |d OCLCO |d D6H |d VTS |d ICG |d NLE |d UKMGB |d OCLCQ |d OCLCO |d STF |d DKC |d OCLCQ |d OCLCO |d AJS |d OCLCO |d OCLCQ |d OCL |d OCLCO |d OCLCL |d OCLCQ |d UEJ |d OCLCQ | ||
015 | |a GBB742671 |2 bnb | ||
016 | 7 | |a 018014334 |2 Uk | |
019 | |a 865474320 |a 880598557 |a 932458706 | ||
020 | |a 9781849696593 |q (electronic bk.) | ||
020 | |a 1849696594 |q (electronic bk.) | ||
020 | |a 1849696586 | ||
020 | |a 9781849696586 | ||
020 | |z 9781849696586 | ||
035 | |a (OCoLC)862794230 |z (OCoLC)865474320 |z (OCoLC)880598557 |z (OCoLC)932458706 | ||
037 | |a CL0500000349 |b Safari Books Online | ||
050 | 4 | |a T385 |b .N384 2013eb | |
072 | 7 | |a COM |x 000000 |2 bisacsh | |
082 | 7 | |a 005.76 |2 22 | |
049 | |a MAIN | ||
100 | 1 | |a Norton, Terry |c (Computer programmer) |1 https://id.oclc.org/worldcat/entity/E39PBJh4wjYJFphv4RDJ4rW4bd | |
245 | 1 | 0 | |a Learning C♯ by developing games with Unity 3D beginner's guide : |b learn the fundamentals of C♯ to create scripts for your GameObjects / |c Terry Norton. |
260 | |a Birmingham : |b Packt Publishing, |c ©2013. | ||
300 | |a 1 online resource (292 pages) : |b illustrations | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
505 | 0 | |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Discovering Your Hidden Scripting Skills; Prerequisite knowledge for using this book; Dealing with scriptphobia; Teaching behaviors to GameObjects; Choosing to use C♯ instead of UnityScript; Reason 1 for choosing C♯ -- vast amount of documentation on the Internet; Reason 2 for choosing C♯ -- flexibility to use Unity scripts and regular C♯ code files; Reason 3 for choosing C♯ -- coding rules are specific; Maneuvering around Unity's documentation. | |
505 | 8 | |a Time for action -- opening the Reference Manual documentation for the transform ComponentTime for action -- opening the scripting reference documentation for the transform component; Are we really supposed to know all that stuff?; What is all that information?; Working with C♯ script files; Time for action -- create a C♯ script file; Introducing the MonoDevelop code editor; Syncing C♯ files between MonoDevelop and Unity; Time for action -- opening LearningScript in MonoDevelop; Watching for a possible ""gotcha"" when creating script files in Unity; Fixing sync if it isn't working properly. | |
520 | |a Chapter 2: Introducing the Building Blocks for Unity Scripts; Using the term method instead of function; Understanding what a variable does in a script; Naming a variable; A variable name is just a substitute for a value; Time for action - creating a variable and seeing how it works; Time for action - changing the number 9 to a different number; Using a method in a script; What is a method?; Time for action - learning how a method works; What's in this script file?; Method names are substitutes too; Introducing the class; By using a little Unity magic, a script becomes a Component. | ||
505 | 8 | |a A more technical look at the magicEven more Unity magic; Components communicating using the Dot Syntax; What's with the dots?; Summary; Chapter 3: Getting into the Details of Variables; Writing C♯ statements properly; Understanding Component properties in Unity's Inspector; Variables become Component properties; Unity changes script and variable names slightly; Changing a property's value in the Inspector panel; Displaying public variables in the Inspector panel; Time for action -- making a variable private; Naming your variables properly; Begin variable names with lowercase. | |
505 | 8 | |a Using multi-word variable namesDeclaring a variable and its type; The most common built-in variable types; Time for action -- assigning values while declaring the variable; Where you declare a variable is important; Variable scope -- determining where a variable can be used; Summary; Chapter 4: Getting into the Details of Methods; Ending a method definition using curly braces; Using methods in a script; Naming methods properly; Begin method names with an uppercase letter; Using multi-word names for a method; Parentheses are part of the method name; Defining a method properly. | |
520 | |a This book uses the learning-by-example approach. It takes simple examples from games to introduce all the main concepts of programming in an easy-to-digest and immediately recognizable way. This book is for the total beginner to any type of programming, focusing on the writing of C♯ code and scripts only. There are many parts that make up the Unity game engine. It is assumed that the reader already knows their way around Unity's user interface. The code editor used in this book is the MonoDevelop editor supplied by Unity. | ||
588 | 0 | |a Print version record. | |
504 | |a Includes bibliographical references and index. | ||
630 | 0 | 0 | |a Unity (Electronic resource) |0 http://id.loc.gov/authorities/names/n2011038776 |
630 | 0 | 7 | |a Unity (Electronic resource) |2 blmlsh |
630 | 0 | 7 | |a Unity (Electronic resource) |2 fast |
650 | 0 | |a Video games |x Programming. |0 http://id.loc.gov/authorities/subjects/sh95003476 | |
650 | 0 | |a C# (Computer program language) |0 http://id.loc.gov/authorities/subjects/sh2001001705 | |
650 | 6 | |a Jeux vidéo |x Programmation. | |
650 | 6 | |a C# (Langage de programmation) | |
650 | 7 | |a COMPUTERS |x General. |2 bisacsh | |
650 | 7 | |a C# (Computer program language) |2 fast | |
650 | 7 | |a Video games |x Programming |2 fast | |
758 | |i has work: |a Learning C♯ by developing games with Unity 3D beginner's guide (Text) |1 https://id.oclc.org/worldcat/entity/E39PCFM7GQmMchfw3HK4cDJkXd |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
776 | 0 | 8 | |i Print version: |a Norton, Terry. |t Learning C♯ by Developing Games with Unity 3D. |d Birmingham : Packt Publishing, 2013 |z 9781849696586 |
856 | 4 | 0 | |l FWS01 |p ZDB-4-EBA |q FWS_PDA_EBA |u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=644310 |3 Volltext |
938 | |a EBL - Ebook Library |b EBLB |n EBL1389418 | ||
938 | |a ebrary |b EBRY |n ebr10772045 | ||
938 | |a EBSCOhost |b EBSC |n 644310 | ||
938 | |a YBP Library Services |b YANK |n 11192075 | ||
994 | |a 92 |b GEBAY | ||
912 | |a ZDB-4-EBA | ||
049 | |a DE-863 |
Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn862794230 |
---|---|
_version_ | 1816882250673815552 |
adam_text | |
any_adam_object | |
author | Norton, Terry (Computer programmer) |
author_facet | Norton, Terry (Computer programmer) |
author_role | |
author_sort | Norton, Terry (Computer programmer) |
author_variant | t n tn |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | T - Technology |
callnumber-label | T385 |
callnumber-raw | T385 .N384 2013eb |
callnumber-search | T385 .N384 2013eb |
callnumber-sort | T 3385 N384 42013EB |
callnumber-subject | T - General Technology |
collection | ZDB-4-EBA |
contents | Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Discovering Your Hidden Scripting Skills; Prerequisite knowledge for using this book; Dealing with scriptphobia; Teaching behaviors to GameObjects; Choosing to use C♯ instead of UnityScript; Reason 1 for choosing C♯ -- vast amount of documentation on the Internet; Reason 2 for choosing C♯ -- flexibility to use Unity scripts and regular C♯ code files; Reason 3 for choosing C♯ -- coding rules are specific; Maneuvering around Unity's documentation. Time for action -- opening the Reference Manual documentation for the transform ComponentTime for action -- opening the scripting reference documentation for the transform component; Are we really supposed to know all that stuff?; What is all that information?; Working with C♯ script files; Time for action -- create a C♯ script file; Introducing the MonoDevelop code editor; Syncing C♯ files between MonoDevelop and Unity; Time for action -- opening LearningScript in MonoDevelop; Watching for a possible ""gotcha"" when creating script files in Unity; Fixing sync if it isn't working properly. A more technical look at the magicEven more Unity magic; Components communicating using the Dot Syntax; What's with the dots?; Summary; Chapter 3: Getting into the Details of Variables; Writing C♯ statements properly; Understanding Component properties in Unity's Inspector; Variables become Component properties; Unity changes script and variable names slightly; Changing a property's value in the Inspector panel; Displaying public variables in the Inspector panel; Time for action -- making a variable private; Naming your variables properly; Begin variable names with lowercase. Using multi-word variable namesDeclaring a variable and its type; The most common built-in variable types; Time for action -- assigning values while declaring the variable; Where you declare a variable is important; Variable scope -- determining where a variable can be used; Summary; Chapter 4: Getting into the Details of Methods; Ending a method definition using curly braces; Using methods in a script; Naming methods properly; Begin method names with an uppercase letter; Using multi-word names for a method; Parentheses are part of the method name; Defining a method properly. |
ctrlnum | (OCoLC)862794230 |
dewey-full | 005.76 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 005 - Computer programming, programs, data, security |
dewey-raw | 005.76 |
dewey-search | 005.76 |
dewey-sort | 15.76 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Electronic eBook |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>06606cam a2200673 a 4500</leader><controlfield tag="001">ZDB-4-EBA-ocn862794230</controlfield><controlfield tag="003">OCoLC</controlfield><controlfield tag="005">20241004212047.0</controlfield><controlfield tag="006">m o d </controlfield><controlfield tag="007">cr cnu---unuuu</controlfield><controlfield tag="008">131003s2013 enka ob 001 0 eng d</controlfield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">MEAUC</subfield><subfield code="b">eng</subfield><subfield code="e">pn</subfield><subfield code="c">MEAUC</subfield><subfield code="d">EBLCP</subfield><subfield code="d">YDXCP</subfield><subfield code="d">N$T</subfield><subfield code="d">UMI</subfield><subfield code="d">COO</subfield><subfield code="d">E7B</subfield><subfield code="d">DEBBG</subfield><subfield code="d">DEBSZ</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">OCLCO</subfield><subfield code="d">OCLCF</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">OCLCO</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">OCLCO</subfield><subfield code="d">VT2</subfield><subfield code="d">CCO</subfield><subfield code="d">CNNOR</subfield><subfield code="d">DXU</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">OCLCO</subfield><subfield code="d">DXU</subfield><subfield code="d">OCLCA</subfield><subfield code="d">LOA</subfield><subfield code="d">AGLDB</subfield><subfield code="d">ICA</subfield><subfield code="d">JBG</subfield><subfield code="d">ZCU</subfield><subfield code="d">MERUC</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">OCLCO</subfield><subfield code="d">D6H</subfield><subfield code="d">VTS</subfield><subfield code="d">ICG</subfield><subfield code="d">NLE</subfield><subfield code="d">UKMGB</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">OCLCO</subfield><subfield code="d">STF</subfield><subfield code="d">DKC</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">OCLCO</subfield><subfield code="d">AJS</subfield><subfield code="d">OCLCO</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">OCL</subfield><subfield code="d">OCLCO</subfield><subfield code="d">OCLCL</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">UEJ</subfield><subfield code="d">OCLCQ</subfield></datafield><datafield tag="015" ind1=" " ind2=" "><subfield code="a">GBB742671</subfield><subfield code="2">bnb</subfield></datafield><datafield tag="016" ind1="7" ind2=" "><subfield code="a">018014334</subfield><subfield code="2">Uk</subfield></datafield><datafield tag="019" ind1=" " ind2=" "><subfield code="a">865474320</subfield><subfield code="a">880598557</subfield><subfield code="a">932458706</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781849696593</subfield><subfield code="q">(electronic bk.)</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">1849696594</subfield><subfield code="q">(electronic bk.)</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">1849696586</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781849696586</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="z">9781849696586</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)862794230</subfield><subfield code="z">(OCoLC)865474320</subfield><subfield code="z">(OCoLC)880598557</subfield><subfield code="z">(OCoLC)932458706</subfield></datafield><datafield tag="037" ind1=" " ind2=" "><subfield code="a">CL0500000349</subfield><subfield code="b">Safari Books Online</subfield></datafield><datafield tag="050" ind1=" " ind2="4"><subfield code="a">T385</subfield><subfield code="b">.N384 2013eb</subfield></datafield><datafield tag="072" ind1=" " ind2="7"><subfield code="a">COM</subfield><subfield code="x">000000</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="082" ind1="7" ind2=" "><subfield code="a">005.76</subfield><subfield code="2">22</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">MAIN</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Norton, Terry</subfield><subfield code="c">(Computer programmer)</subfield><subfield code="1">https://id.oclc.org/worldcat/entity/E39PBJh4wjYJFphv4RDJ4rW4bd</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Learning C♯ by developing games with Unity 3D beginner's guide :</subfield><subfield code="b">learn the fundamentals of C♯ to create scripts for your GameObjects /</subfield><subfield code="c">Terry Norton.</subfield></datafield><datafield tag="260" ind1=" " ind2=" "><subfield code="a">Birmingham :</subfield><subfield code="b">Packt Publishing,</subfield><subfield code="c">©2013.</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 online resource (292 pages) :</subfield><subfield code="b">illustrations</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">text</subfield><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">computer</subfield><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">online resource</subfield><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Discovering Your Hidden Scripting Skills; Prerequisite knowledge for using this book; Dealing with scriptphobia; Teaching behaviors to GameObjects; Choosing to use C♯ instead of UnityScript; Reason 1 for choosing C♯ -- vast amount of documentation on the Internet; Reason 2 for choosing C♯ -- flexibility to use Unity scripts and regular C♯ code files; Reason 3 for choosing C♯ -- coding rules are specific; Maneuvering around Unity's documentation.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Time for action -- opening the Reference Manual documentation for the transform ComponentTime for action -- opening the scripting reference documentation for the transform component; Are we really supposed to know all that stuff?; What is all that information?; Working with C♯ script files; Time for action -- create a C♯ script file; Introducing the MonoDevelop code editor; Syncing C♯ files between MonoDevelop and Unity; Time for action -- opening LearningScript in MonoDevelop; Watching for a possible ""gotcha"" when creating script files in Unity; Fixing sync if it isn't working properly.</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">Chapter 2: Introducing the Building Blocks for Unity Scripts; Using the term method instead of function; Understanding what a variable does in a script; Naming a variable; A variable name is just a substitute for a value; Time for action - creating a variable and seeing how it works; Time for action - changing the number 9 to a different number; Using a method in a script; What is a method?; Time for action - learning how a method works; What's in this script file?; Method names are substitutes too; Introducing the class; By using a little Unity magic, a script becomes a Component.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">A more technical look at the magicEven more Unity magic; Components communicating using the Dot Syntax; What's with the dots?; Summary; Chapter 3: Getting into the Details of Variables; Writing C♯ statements properly; Understanding Component properties in Unity's Inspector; Variables become Component properties; Unity changes script and variable names slightly; Changing a property's value in the Inspector panel; Displaying public variables in the Inspector panel; Time for action -- making a variable private; Naming your variables properly; Begin variable names with lowercase.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Using multi-word variable namesDeclaring a variable and its type; The most common built-in variable types; Time for action -- assigning values while declaring the variable; Where you declare a variable is important; Variable scope -- determining where a variable can be used; Summary; Chapter 4: Getting into the Details of Methods; Ending a method definition using curly braces; Using methods in a script; Naming methods properly; Begin method names with an uppercase letter; Using multi-word names for a method; Parentheses are part of the method name; Defining a method properly.</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">This book uses the learning-by-example approach. It takes simple examples from games to introduce all the main concepts of programming in an easy-to-digest and immediately recognizable way. This book is for the total beginner to any type of programming, focusing on the writing of C♯ code and scripts only. There are many parts that make up the Unity game engine. It is assumed that the reader already knows their way around Unity's user interface. The code editor used in this book is the MonoDevelop editor supplied by Unity.</subfield></datafield><datafield tag="588" ind1="0" ind2=" "><subfield code="a">Print version record.</subfield></datafield><datafield tag="504" ind1=" " ind2=" "><subfield code="a">Includes bibliographical references and index.</subfield></datafield><datafield tag="630" ind1="0" ind2="0"><subfield code="a">Unity (Electronic resource)</subfield><subfield code="0">http://id.loc.gov/authorities/names/n2011038776</subfield></datafield><datafield tag="630" ind1="0" ind2="7"><subfield code="a">Unity (Electronic resource)</subfield><subfield code="2">blmlsh</subfield></datafield><datafield tag="630" ind1="0" ind2="7"><subfield code="a">Unity (Electronic resource)</subfield><subfield code="2">fast</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Video games</subfield><subfield code="x">Programming.</subfield><subfield code="0">http://id.loc.gov/authorities/subjects/sh95003476</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">C# (Computer program language)</subfield><subfield code="0">http://id.loc.gov/authorities/subjects/sh2001001705</subfield></datafield><datafield tag="650" ind1=" " ind2="6"><subfield code="a">Jeux vidéo</subfield><subfield code="x">Programmation.</subfield></datafield><datafield tag="650" ind1=" " ind2="6"><subfield code="a">C# (Langage de programmation)</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">COMPUTERS</subfield><subfield code="x">General.</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">C# (Computer program language)</subfield><subfield code="2">fast</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Video games</subfield><subfield code="x">Programming</subfield><subfield code="2">fast</subfield></datafield><datafield tag="758" ind1=" " ind2=" "><subfield code="i">has work:</subfield><subfield code="a">Learning C♯ by developing games with Unity 3D beginner's guide (Text)</subfield><subfield code="1">https://id.oclc.org/worldcat/entity/E39PCFM7GQmMchfw3HK4cDJkXd</subfield><subfield code="4">https://id.oclc.org/worldcat/ontology/hasWork</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Print version:</subfield><subfield code="a">Norton, Terry.</subfield><subfield code="t">Learning C♯ by Developing Games with Unity 3D.</subfield><subfield code="d">Birmingham : Packt Publishing, 2013</subfield><subfield code="z">9781849696586</subfield></datafield><datafield tag="856" ind1="4" ind2="0"><subfield code="l">FWS01</subfield><subfield code="p">ZDB-4-EBA</subfield><subfield code="q">FWS_PDA_EBA</subfield><subfield code="u">https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=644310</subfield><subfield code="3">Volltext</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">EBL - Ebook Library</subfield><subfield code="b">EBLB</subfield><subfield code="n">EBL1389418</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">ebrary</subfield><subfield code="b">EBRY</subfield><subfield code="n">ebr10772045</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">EBSCOhost</subfield><subfield code="b">EBSC</subfield><subfield code="n">644310</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">YBP Library Services</subfield><subfield code="b">YANK</subfield><subfield code="n">11192075</subfield></datafield><datafield tag="994" ind1=" " ind2=" "><subfield code="a">92</subfield><subfield code="b">GEBAY</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-4-EBA</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-863</subfield></datafield></record></collection> |
id | ZDB-4-EBA-ocn862794230 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:25:38Z |
institution | BVB |
isbn | 9781849696593 1849696594 1849696586 9781849696586 |
language | English |
oclc_num | 862794230 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (292 pages) : illustrations |
psigel | ZDB-4-EBA |
publishDate | 2013 |
publishDateSearch | 2013 |
publishDateSort | 2013 |
publisher | Packt Publishing, |
record_format | marc |
spelling | Norton, Terry (Computer programmer) https://id.oclc.org/worldcat/entity/E39PBJh4wjYJFphv4RDJ4rW4bd Learning C♯ by developing games with Unity 3D beginner's guide : learn the fundamentals of C♯ to create scripts for your GameObjects / Terry Norton. Birmingham : Packt Publishing, ©2013. 1 online resource (292 pages) : illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Discovering Your Hidden Scripting Skills; Prerequisite knowledge for using this book; Dealing with scriptphobia; Teaching behaviors to GameObjects; Choosing to use C♯ instead of UnityScript; Reason 1 for choosing C♯ -- vast amount of documentation on the Internet; Reason 2 for choosing C♯ -- flexibility to use Unity scripts and regular C♯ code files; Reason 3 for choosing C♯ -- coding rules are specific; Maneuvering around Unity's documentation. Time for action -- opening the Reference Manual documentation for the transform ComponentTime for action -- opening the scripting reference documentation for the transform component; Are we really supposed to know all that stuff?; What is all that information?; Working with C♯ script files; Time for action -- create a C♯ script file; Introducing the MonoDevelop code editor; Syncing C♯ files between MonoDevelop and Unity; Time for action -- opening LearningScript in MonoDevelop; Watching for a possible ""gotcha"" when creating script files in Unity; Fixing sync if it isn't working properly. Chapter 2: Introducing the Building Blocks for Unity Scripts; Using the term method instead of function; Understanding what a variable does in a script; Naming a variable; A variable name is just a substitute for a value; Time for action - creating a variable and seeing how it works; Time for action - changing the number 9 to a different number; Using a method in a script; What is a method?; Time for action - learning how a method works; What's in this script file?; Method names are substitutes too; Introducing the class; By using a little Unity magic, a script becomes a Component. A more technical look at the magicEven more Unity magic; Components communicating using the Dot Syntax; What's with the dots?; Summary; Chapter 3: Getting into the Details of Variables; Writing C♯ statements properly; Understanding Component properties in Unity's Inspector; Variables become Component properties; Unity changes script and variable names slightly; Changing a property's value in the Inspector panel; Displaying public variables in the Inspector panel; Time for action -- making a variable private; Naming your variables properly; Begin variable names with lowercase. Using multi-word variable namesDeclaring a variable and its type; The most common built-in variable types; Time for action -- assigning values while declaring the variable; Where you declare a variable is important; Variable scope -- determining where a variable can be used; Summary; Chapter 4: Getting into the Details of Methods; Ending a method definition using curly braces; Using methods in a script; Naming methods properly; Begin method names with an uppercase letter; Using multi-word names for a method; Parentheses are part of the method name; Defining a method properly. This book uses the learning-by-example approach. It takes simple examples from games to introduce all the main concepts of programming in an easy-to-digest and immediately recognizable way. This book is for the total beginner to any type of programming, focusing on the writing of C♯ code and scripts only. There are many parts that make up the Unity game engine. It is assumed that the reader already knows their way around Unity's user interface. The code editor used in this book is the MonoDevelop editor supplied by Unity. Print version record. Includes bibliographical references and index. Unity (Electronic resource) http://id.loc.gov/authorities/names/n2011038776 Unity (Electronic resource) blmlsh Unity (Electronic resource) fast Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 C# (Computer program language) http://id.loc.gov/authorities/subjects/sh2001001705 Jeux vidéo Programmation. C# (Langage de programmation) COMPUTERS General. bisacsh C# (Computer program language) fast Video games Programming fast has work: Learning C♯ by developing games with Unity 3D beginner's guide (Text) https://id.oclc.org/worldcat/entity/E39PCFM7GQmMchfw3HK4cDJkXd https://id.oclc.org/worldcat/ontology/hasWork Print version: Norton, Terry. Learning C♯ by Developing Games with Unity 3D. Birmingham : Packt Publishing, 2013 9781849696586 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=644310 Volltext |
spellingShingle | Norton, Terry (Computer programmer) Learning C♯ by developing games with Unity 3D beginner's guide : learn the fundamentals of C♯ to create scripts for your GameObjects / Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Discovering Your Hidden Scripting Skills; Prerequisite knowledge for using this book; Dealing with scriptphobia; Teaching behaviors to GameObjects; Choosing to use C♯ instead of UnityScript; Reason 1 for choosing C♯ -- vast amount of documentation on the Internet; Reason 2 for choosing C♯ -- flexibility to use Unity scripts and regular C♯ code files; Reason 3 for choosing C♯ -- coding rules are specific; Maneuvering around Unity's documentation. Time for action -- opening the Reference Manual documentation for the transform ComponentTime for action -- opening the scripting reference documentation for the transform component; Are we really supposed to know all that stuff?; What is all that information?; Working with C♯ script files; Time for action -- create a C♯ script file; Introducing the MonoDevelop code editor; Syncing C♯ files between MonoDevelop and Unity; Time for action -- opening LearningScript in MonoDevelop; Watching for a possible ""gotcha"" when creating script files in Unity; Fixing sync if it isn't working properly. A more technical look at the magicEven more Unity magic; Components communicating using the Dot Syntax; What's with the dots?; Summary; Chapter 3: Getting into the Details of Variables; Writing C♯ statements properly; Understanding Component properties in Unity's Inspector; Variables become Component properties; Unity changes script and variable names slightly; Changing a property's value in the Inspector panel; Displaying public variables in the Inspector panel; Time for action -- making a variable private; Naming your variables properly; Begin variable names with lowercase. Using multi-word variable namesDeclaring a variable and its type; The most common built-in variable types; Time for action -- assigning values while declaring the variable; Where you declare a variable is important; Variable scope -- determining where a variable can be used; Summary; Chapter 4: Getting into the Details of Methods; Ending a method definition using curly braces; Using methods in a script; Naming methods properly; Begin method names with an uppercase letter; Using multi-word names for a method; Parentheses are part of the method name; Defining a method properly. Unity (Electronic resource) http://id.loc.gov/authorities/names/n2011038776 Unity (Electronic resource) blmlsh Unity (Electronic resource) fast Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 C# (Computer program language) http://id.loc.gov/authorities/subjects/sh2001001705 Jeux vidéo Programmation. C# (Langage de programmation) COMPUTERS General. bisacsh C# (Computer program language) fast Video games Programming fast |
subject_GND | http://id.loc.gov/authorities/names/n2011038776 http://id.loc.gov/authorities/subjects/sh95003476 http://id.loc.gov/authorities/subjects/sh2001001705 |
title | Learning C♯ by developing games with Unity 3D beginner's guide : learn the fundamentals of C♯ to create scripts for your GameObjects / |
title_auth | Learning C♯ by developing games with Unity 3D beginner's guide : learn the fundamentals of C♯ to create scripts for your GameObjects / |
title_exact_search | Learning C♯ by developing games with Unity 3D beginner's guide : learn the fundamentals of C♯ to create scripts for your GameObjects / |
title_full | Learning C♯ by developing games with Unity 3D beginner's guide : learn the fundamentals of C♯ to create scripts for your GameObjects / Terry Norton. |
title_fullStr | Learning C♯ by developing games with Unity 3D beginner's guide : learn the fundamentals of C♯ to create scripts for your GameObjects / Terry Norton. |
title_full_unstemmed | Learning C♯ by developing games with Unity 3D beginner's guide : learn the fundamentals of C♯ to create scripts for your GameObjects / Terry Norton. |
title_short | Learning C♯ by developing games with Unity 3D beginner's guide : |
title_sort | learning c♯ by developing games with unity 3d beginner s guide learn the fundamentals of c♯ to create scripts for your gameobjects |
title_sub | learn the fundamentals of C♯ to create scripts for your GameObjects / |
topic | Unity (Electronic resource) http://id.loc.gov/authorities/names/n2011038776 Unity (Electronic resource) blmlsh Unity (Electronic resource) fast Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 C# (Computer program language) http://id.loc.gov/authorities/subjects/sh2001001705 Jeux vidéo Programmation. C# (Langage de programmation) COMPUTERS General. bisacsh C# (Computer program language) fast Video games Programming fast |
topic_facet | Unity (Electronic resource) Video games Programming. C# (Computer program language) Jeux vidéo Programmation. C# (Langage de programmation) COMPUTERS General. Video games Programming |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=644310 |
work_keys_str_mv | AT nortonterry learningcbydevelopinggameswithunity3dbeginnersguidelearnthefundamentalsofctocreatescriptsforyourgameobjects |