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Jeff W. Murray - C# Game Programming Cookbook for Unity 3D

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This second edition of C# Game Programming Cookbook for Unity 3D expounds upon the first with more details and techniques. With a fresh array of chapters, updated C# code and examples, Jeff W. Murrays book will help the reader understand structured game development in Unity unlike ever before.

New to this edition is a step-by-step tutorial for building a 2D infinite runner game from the framework and scripts included in the book. The book contains a flexible and reusable framework in C# suitable for all game types. From game state handling to audio mixers to asynchronous scene loading, the focus of this book is building a reusable structure to take care of many of the most used systems.

Improve your games sound in a dedicated audio chapter covering topics such as audio mixers, fading, and audio ducking effects, or dissect a fully featured racing game with car physics, lap counting, artificial intelligence steering behaviors, and game management. Use this book to guide your way through all the required code and framework to build a multi-level arena blaster game.

Features

  • Focuses on programming, structure, and an industry-level, C#-based framework
  • Extensive breakdowns of all the important classes
  • Example projects illustrate and break down common and important Unity C# programming concepts, such as coroutines, singletons, static variables, inheritance, and scriptable objects.
  • Three fully playable example games with source code: a 2D infinite runner, an arena blaster, and an isometric racing game
  • The script library includes a base Game Manager, timed and proximity spawning, save profile manager, weapons control, artificial intelligence controllers (path following, target chasing and line-of-sight patrolling behaviors), user interface Canvas management and fading, car physics controllers, and more.

Code and screenshots have been updated with the latest versions of Unity. These updates will help illustrate how to create 2D games and 3D games based on the most up-to-date methods and techniques. Experienced C# programmers will discover ways to structure Unity projects for reusability and scalability. The concepts offered within the book are instrumental to mastering C# and Unity.

In his game career spanning more than 20 years, Jeff W. Murray has worked with some of the worlds largest brands as a Game Designer, Programmer, and Director. A Unity user for over 14 years, he now works as a consultant and freelancer between developing his own VR games and experiments with Unity.

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Table of Contents Guide Pages C Game Programming Cookbook for Unity 3D Second - photo 1
Table of Contents
Guide
Pages
C# Game Programming
Cookbook for Unity 3D

Second Edition published 2021
by CRC Press
6000 Broken Sound Parkway NW, Suite 300, Boca Raton, FL 33487-2742

and by CRC Press
2 Park Square, Milton Park, Abingdon, Oxon, OX14 4RN

First Edition published by CRC Press 2014
CRC Press is an imprint of Taylor & Francis Group, LLC

2021 Taylor & Francis Group, LLC

The right of Jeff W. Murray to be identified as author of this work has been asserted by him/ in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988.

Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint.

Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers.
For permission to photocopy or use material electronically from this work, access

Trademark notice: Product or corporate names may be trademarks or registered trademarks and are used only for identification and explanation without intent to infringe.

ISBN: 978-0-367-32170-3 (hbk)
ISBN: 978-0-367-32164-2 (pbk)
ISBN: 978-0-429-31713-2 (ebk)

Typeset in Minion
by SPi Global, India

This book is dedicated to my
amazing wife, Tori, and to
my boys, Ethan and William.
Boys, be nice to the cat and
the cat will be nice to you!

Thanks to all of my family, friends and everyone who has helped me with my books, games and projects over the years: Brian Robbins, Chris Hanney, Technicat, Molegato, NoiseCrime, Quantum Sheep, Mickael Laszlo, Juanita Leatham, CoolPowers, Dave Brake, Sigurdur Gunnarsson, Kevin Godoy R., Lister, Wim Wouters, Edy (VehiclePhysics), IdeaFella, Liam Twose, RafaEnd, Lynxie, Alistair Murphy, McFunkypants, Dani Moss, Malcolm Evans, Vinh, Scott Wilson, Jon Keon, Dunky, Huck Z, Paradise Decay, Kryten, Silverware Games, Pete Patterson, Dr. Not Oculus VR, Say Mistage, Andy Hatch, Lydia, RT Warner, GermanRifter VR, Sylvain Demers, Kenneth Seward Jr, Dancer (Space Dad), Steve Fulton, Paul Bettner, Derek Scottishgeeks, Jonny Gorden, Edward Atkin, Ottawa Pete, Sam W., Dylan Stout, Shane McCafferty, Will Goldstone, Sanborn VR, Gary Riches, J. Dakota Powell, Mayonnaise Boy, Stephen Parkes, Ram Kanda, Alex Bethke, Itzik Goldman, Joachim Ante, Robert Scoble, Tony Walsh, Andreas BOLL Aronsson, Cat, Darrel Plant, Mike Baker, Rimsy, Cassie, Christopher Brown, Phil Nolan, Pixel Hat Studio, Marcus Valles, Trev, Karyl, Tami Quiring, Nadeem Rasool, Dwayne Dibley, Liz and Pete Smyth, Isaac and Aiden, David Helgason, VR Martin, James Gamble, Vasanth Mohan, Simona Ioffe, Alexander Kondratskiy, Tim and Paul, The Oliver Twins, Jeevan Aurol, Rick King, Aldis Sipolins, Ric Lumb, Craig Taylor, Rob Hewson, Dani Moss, Jayenkai (JNK), Matthew Kirubakaran, Elliot Mitchell, Ethan and William, Pablo Rojo, Paul Bettner, AdrellaDev, Gordon Little, Ryan Evans, Sasha Boersma, Matt Browning at Perfect Prototype, Hermit, Dirty Rectangles and the whole Ottawa game dev community.

I would also like to sincerely thank Anya Hastwell, Thivya Vasudevan and the team at SPI Global, the whole team at Routledge/CRC Press/AK Peters, including Randi Cohen, Jessica Vega and Rick Adams, for making this book a reality.

Thank you for buying this book and for wanting to do something as cool as to make games. I wish I could tell you how awesome it feels to know that someone else is reading this right now. I cannot wait to see your games and I sincerely hope this book helps you in your game making adventures. Have fun making games!

You can get up and running with the required software for the grand total of zero dollars. Everything you need can be downloaded free of charge with no catches. All you need is:

Unity Personal or Unity Pro version

C# programming knowledge.

This is not a book about learning how to program. You will need to know some C# and there are several other books out there for that purpose, even if I have tried to make the examples as simple as possible!

What this book doesnt cover

This is not a book about learning to program from scratch. We assume that the reader has some experience of the C# programming language. Know that I am a self-taught programmer and I understand there may be better or alternative ways to do things. Techniques and concepts offered in this book are meant to provide foundation and ideation, not to be the final word on any subject.

The overall goal of this book is to provide a library of C# code with which to jumpstart your projects and to help you with the overall structure of your games. Many development cookbooks focus on only providing snippets of code, but, here, we take a different approach. What you are holding in your hands right now (or on your screen) is a cookbook for game development that has a highly flexible core framework designed to speed up development of just about any type of Unity project.

You might think of the framework as a base soup and the scripting components as ingredients. We can mix and match script components and we can share the same core scripts in many of them. The framework takes care of the essentials and we add a little extra code to pull it all together the way we want it to work.

The framework is optional, however you can use a lot the components individually. If you intend on using the components in this book for your own games, the framework could either serve as a base to build your games on or simply as a tutorial test bed for you to rip apart and see how it all works. Perhaps you can develop a better framework or maybe you already have a solid framework in place. If you do find a way to develop your own framework, I say do it. The key to game development is to do what works for you and your game projects whatever it takes to cross the finish line.

I hope it helps you to make your games and tell your stories. I also hope you remember to try to have fun doing it!

Making Games in a
Modular Way

There are some things you will need to know to utilize this book fully. For a lot of programmers, these concepts may be something you were taught in school. As a self-taught coder who did not find out about a lot of these things until long after I had been struggling on without them, I see this section as a compilation of things I wish Id known earlier!

Sometimes, even I get confused about the difference between a manager and a controller script. There is no established protocol for this, and it varies depending on who you ask. Like some readers of the first edition of this book, I find it a little confusing and I will try to clear that up.

Managers deal with overall management, in a similar way to how a Manager would work in a workplace situation.

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