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LEADER 00000cam  2200625Ii 4500 
001    ocn862794230 
003    OCoLC 
005    20160518074923.2 
006    m     o  d         
007    cr cnu---unuuu 
008    131003s2013    enka    o     001 0 eng d 
019    865474320|a880598557|a932458706 
020    9781849696593|q(electronic bk.) 
020    1849696594|q(electronic bk.) 
035    (OCoLC)862794230|z(OCoLC)865474320|z(OCoLC)880598557
       |z(OCoLC)932458706 
040    MEAUC|beng|epn|erda|cMEAUC|dEBLCP|dYDXCP|dN$T|dUMI|dCOO
       |dE7B|dDEBBG|dDEBSZ|dOCLCQ|dOCLCO|dOCLCF|dOCLCQ|dOCLCO
       |dOCLCQ|dOCLCO|dVT2|dCCO|dCNNOR|dDXU 
049    GTKE 
050  4 T385|b.N384 2013eb 
082 04 005.76|222 
100 1  Norton, Terry|c(Computer programmer) 
245 10 Learning C♯ by developing games with Unity 3D beginner's 
       guide :|blearn the fundamentals of C♯ to create scripts 
       for your GameObjects /|cTerry Norton. 
264  1 Birmingham :|bPackt Publishing,|c[2013] 
264  4 |c©2013 
300    1 online resource (292 pages) :|billustrations 
336    text|btxt|2rdacontent 
337    computer|bc|2rdamedia 
338    online resource|bcr|2rdacarrier 
500    Includes index. 
500    The minimum requirements for defining a method. 
504    Includes bibliographical references and index. 
505 0  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  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. 
505 8  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  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    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. 
520    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  Print version record. 
630 00 Unity (Electronic resource) 
630 07 Unity (Electronic resource)|2blmlsh 
630 07 Unity (Electronic resource)|2fast|0(OCoLC)fst01795070 
630 07 Unity (Electronic resource)|2blmsh 
650  0 Video games|xProgramming. 
650  0 C# (Computer program language) 
650  0 Three-dimensional display systems. 
650  0 Video games|xDesign. 
650  7 COMPUTERS|xGeneral.|2bisacsh 
650  7 C♯ (Computer program language)|2fast|0(OCoLC)fst00843284 
650  7 Computer games|xProgramming.|2fast|0(OCoLC)fst00872114 
650  7 Computer games / Programming.|2local 
650  7 C♯ (Computer program language)|2local 
776 08 |iPrint version:|aNorton, Terry.|tLearning C♯ by 
       Developing Games with Unity 3D.|dBirmingham : Packt 
       Publishing, 2013|z9781849696586 
914    ocn862794230 
994    93|bGTK 
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