The GameObject
is, in many senses, the fundamental unit or entity inside a scene. It corresponds most naturally to what we'd call a thing in the everyday sense. It doesn't really matter what kind of context-specific behaviors or things you'll actually need inside your own games, because in all cases, you'll need GameObjects
to implement them. GameObjects
don't need to be visible to the gamer; they can be, and often are, invisible. Sounds, colliders, and manager classes are some examples of invisible GameObjects
. On the other hand, many GameObjects
will be visible: meshes, animated meshes, sprites, and so on. In all cases, however, whether visible or invisible, the GameObject
is instantiated inside a scene as a collection of related components. A component is essentially a class derived from MonoBehaviour
, and it can be attached to a GameObject
in the scene to change its behavior. Every GameObject
has at least one minimal component in common, and it's impossible to remove it...
Mastering Unity Scripting
By :
Mastering Unity Scripting
By:
Overview of this book
Table of Contents (17 chapters)
Mastering Unity Scripting
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
Unity C# Refresher
Debugging
Singletons, Statics, GameObjects, and the World
Event-driven Programming
Cameras, Rendering, and Scenes
Working with Mono
Artificial Intelligence
Customizing the Unity Editor
Working with Textures, Models, and 2D
Source Control and Other Tips
Index
Customer Reviews