This chapter considered GameObjects
, scenes, and components, as well as their general usage throughout scenes. These issues might superficially seem simple, but understanding their usage and being able to employ them to manage objects is a powerful skill that's required in almost all Unity game development projects. Specifically, we've seen the GameObject
, a collection of components that interact to produce a unified behavior. The Transform component is especially important. We also looked at scenes. A scene is a single time and space inside which GameObjects
exist. Typically, a scene is a self-enclosed entity that prevents any objects from existing outside it. Further, every scene works through a concept of time that makes change and animation possible. Time can be measured through deltaTime
, which acts like a multiplier and allows us to achieve frame-rate-independent motion. Finally, we explored the singleton design pattern, which uses static members to define classes that, in...
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