C# Game Programming Cookbook for Unity 3D: 1st Edition (e-Book) book cover

C# Game Programming Cookbook for Unity 3D

1st Edition

By Jeff W. Murray

A K Peters/CRC Press

458 pages | 16 B/W Illus.

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An Accessible, Modular Style of Game Building—Easily Start Making Games with Unity 3D

C# Game Programming Cookbook for Unity 3D presents a highly flexible core framework to create just about any type of game by plugging in different script components. Most scripts function within the game framework or in your own structures. The techniques and concepts discussed in the book give you a solid foundation in game development.

The first ten chapters set up the flexible, reusable framework based in C# and suitable for all game types. The book also explains scripting of generic, reusable, and common functionality.

The remainder of the text adds game-specific code to the framework to create four example games: a top-down arena shooter, a futuristic racing combat game, a tank arena deathmatch game, and a classic arcade-style vertical scrolling shoot ’em up. The games encompass artificial intelligence (path following, target chasing, and line-of-sight patrolling behaviors), game state control, wheel colliders, and weapon inventory management. The example files are available for download on the book’s CRC Press web page.

Reducing your recoding, repurposing, or adaptation time, this book provides script-based components that you can use to jump start your own projects. The book’s modular components can be mixed and matched to build various kinds of video games for the Unity game engine.

Table of Contents

Making Games the Modular Way

Important Programming Concepts

Building the Core Game Framework

Controllers and Managers

Building the Core Framework Scripts

Player Structure

Game-Specific Player Controller

Dealing with Input

Player Manager

User Data Manager

Recipes: Common Components


The Timer Class

Spawn Scripts

Set Gravity

Pretend Friction—Friction Simulation to Prevent Slipping Around


Input Scripts

Automatic Self-Destruction Script

Automatic Object Spinner

Scene Manager

Building Player Movement Controllers

Shoot ’Em Up Spaceship

Humanoid Character

Wheeled Vehicle

Weapon Systems

Building the Scripts

Recipe: Waypoints Manager

Waypoint System

Recipe: Sound Manager

The Sound Controller

The Music Player

Adding Sound to the Weapons

AI Manager

The AI State Control Script

The Base AI Control Script

Adding Weapon Control to the AI Controller

Menus and User Interface

The Main Menu

In-Game User Interface

Dish: Lazer Blast Survival

Main Menu Scene

Main Game Scene



Game Controller

Player Controller


Wave Spawning and Control

Wave Properties

Weapons and Projectiles

User Interface

Dish: Metal Vehicle Doom

Main Menu Scene

Main Game Scene


Dish: Making the Game Tank Battle

Main Game Scene



Game Controller

Battle Controller

Global Battle Manager


AI Chasing with SetAIChaseTargetBasedOnTag.cs

Dish: Making the Game Interstellar Paranoids

Main Menu

Game Scenes


Final Note


Subject Categories

BISAC Subject Codes/Headings:
COMPUTERS / Computer Graphics
COMPUTERS / Programming / Games