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.
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham, UK :
Packt Publishing,
2019.
|
Ausgabe: | Fourth edition. |
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | 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. |
Beschreibung: | Previous edition published: 2017. |
Beschreibung: | 1 online resource : illustrations |
Bibliographie: | Includes bibliographical references. |
ISBN: | 1789536944 9781789536942 1789532051 9781789532050 |
Internformat
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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 | ||
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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. | ||
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adam_text | |
any_adam_object | |
author | Ferrone, Harrison |
author_facet | Ferrone, Harrison |
author_role | aut |
author_sort | Ferrone, Harrison |
author_variant | h f hf |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
callnumber-search | QA76.76.C672 |
callnumber-sort | QA 276.76 C672 |
callnumber-subject | QA - Mathematics |
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contents | 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 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 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 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 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 |
ctrlnum | (OCoLC)1101443806 |
dewey-full | 794.81525 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81525 |
dewey-search | 794.81525 |
dewey-sort | 3794.81525 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
edition | Fourth edition. |
format | Electronic eBook |
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indexdate | 2024-11-27T13:29:29Z |
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publisher | Packt Publishing, |
record_format | marc |
spelling | Ferrone, Harrison, author. Learning C# by developing games with Unity 2019 : code in C# and build 3D games with Unity / Harrison Ferrone. Learning C Sharp by developing games with Unity 2019 Fourth edition. Birmingham, UK : Packt Publishing, 2019. 1 online resource : illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier Previous edition published: 2017. Includes bibliographical references. Online resource; title from title page (Safari, viewed May 14, 2019). 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 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 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 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 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 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. Unity (Electronic resource) http://id.loc.gov/authorities/names/n2011038776 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) C# (Computer program language) fast Video games Programming fast has work: Learning C# by Developing Games with Unity 2019 (Work) https://id.oclc.org/worldcat/entity/E39PCYqHtMXT6Bdrk7RhpTckQm https://id.oclc.org/worldcat/ontology/hasWork Print version: Ferrone, Harrison. Learning C# by Developing Games with Unity 2019 : Code in C# and Build 3D Games with Unity, 4th Edition. Birmingham : Packt Publishing Ltd, ©2019 9781789532050 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2094783 Volltext |
spellingShingle | Ferrone, Harrison Learning C# by developing games with Unity 2019 : code in C# and build 3D games with Unity / 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 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 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 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 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 Unity (Electronic resource) http://id.loc.gov/authorities/names/n2011038776 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) 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 2019 : code in C# and build 3D games with Unity / |
title_alt | Learning C Sharp by developing games with Unity 2019 |
title_auth | Learning C# by developing games with Unity 2019 : code in C# and build 3D games with Unity / |
title_exact_search | Learning C# by developing games with Unity 2019 : code in C# and build 3D games with Unity / |
title_full | Learning C# by developing games with Unity 2019 : code in C# and build 3D games with Unity / Harrison Ferrone. |
title_fullStr | Learning C# by developing games with Unity 2019 : code in C# and build 3D games with Unity / Harrison Ferrone. |
title_full_unstemmed | Learning C# by developing games with Unity 2019 : code in C# and build 3D games with Unity / Harrison Ferrone. |
title_short | Learning C# by developing games with Unity 2019 : |
title_sort | learning c by developing games with unity 2019 code in c and build 3d games with unity |
title_sub | code in C# and build 3D games with Unity / |
topic | Unity (Electronic resource) http://id.loc.gov/authorities/names/n2011038776 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) 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) Video games Programming |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2094783 |
work_keys_str_mv | AT ferroneharrison learningcbydevelopinggameswithunity2019codeincandbuild3dgameswithunity AT ferroneharrison learningcsharpbydevelopinggameswithunity2019 |