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Game Development with Unity for .NET Developers: The ultimate guide to creating games with Unity and Microsoft Game Stack

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Get up and running with Unity with the help of expert guidance for addressing the performance issues encountered in Unity development

Key FeaturesDiscover solutions to common problems faced by .NET developers while creating games in UnityExplore tips, tricks, best practices, and advanced Unity coding techniques for creating impressive gamesUnderstand how to program with C# code using Unity's built-in modules and add engaging effectsBook DescriptionUnderstand what makes Unity the world's most widely used real-time 3D development platform and explore its powerful features for creating 3D and 2D games, as well as the Unity game engine and the Microsoft Game Dev, including the Microsoft Azure Cloud and Microsoft Azure PlayFab services, to create games.

You will start by getting acquainted with the Unity editor and the basic concepts of Unity script programming with C#. You'll then learn how to use C# code to work with Unity's built-in modules, such as UI, animation, physics, video, and audio, and understand how to develop a game with Unity and C#. As you progress through the chapters, you'll cover advanced topics such as the math involved in computer graphics and how to create a custom render pipeline in Unity with the new Scriptable Render Pipeline, all while optimizing performance in Unity. Along the way, you'll be introduced to Microsoft Game Dev, Azure services, and Azure PlayFab, and using the Unity3D PlayFab SDK to access the PlayFab API.

By the end of this Unity book, you'll have become familiar with the Unity engine and be ready to develop your own games while also addressing the performance issues that you could encounter in the development process.

What you will learnGet to grips with using the Unity EditorUse C# scripts to work with Unity's built-in modules such as UI, animation, physics, video, and audioCreate a custom render pipeline in Unity Engine with the latest Scriptable Render PipelineWrite high-performance multithreaded code with the latest DOTS in UnityDiscover the Azure PlayFab Client library for C# in UnityUnderstand how the asset management and serialization system within Unity really worksExplore some of the most commonly used profiler tools in Unity developmentWho this book is forThe book is for developers with intermediate .NET and C# programming experience who are interested in learning game development with Unity. Basic experience in C# programming is assumed.

Table of ContentsHello UnityScripting Concepts in UnityDeveloping UI with the Unity UI SystemCreating Animations with the Unity Animation SystemWorking with the Unity Physics SystemIntegrating Audio and Video in a Unity ProjectUnderstanding the Mathematics of Computer Graphics in UnityThe Scriptable Render Pipeline in UnityUsing Data-Oriented Technology Stack in UnitySerialization System and Assets Management In Unity and AzureWorking with Microsoft Game Dev, Azure Cloud, PlayFab and Unity

582 pages, Kindle Edition

Published May 27, 2022

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197 reviews2 followers
June 27, 2023
The book mixes some basic content with more advanced stuff which is a bit weird. For example, it goes through some basic UI stuff like Canvas, Image and Text, then discusses using a package from the Unity Store to do an MVVM style implementation (understanding design patterns is more of a intermediate C# topic). After the chapter on physics, you have Audio and Video, and that made me realise that I don't recall other Unity books discussing video. The thing is, there’s so many topics to cover when discussing game development, it made me wonder what content is missing, especially when later chapters are discussing DOTS, discussing the contents of meta files, then working with Azure Cloud and PlayFab. I wouldn’t recommend this to beginners, although the beginner topics that feature are well explained. The explanation of Vectors was a particular highlight. I did add several explanations across the book to my OneNote. There’s not much code in the book, since most aspects are explained in terms of the Unity editor, and there’s plenty of screenshots. It’s probably a good book to read after reading a beginner book or following tutorials, because I see this as more of an intermediate book and covers quite a few topics that other books do not.
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