Book Image

Mastering Unity Scripting

By : Alan Thorn
Book Image

Mastering Unity Scripting

By: Alan Thorn

Overview of this book

Table of Contents (17 chapters)
Mastering Unity Scripting
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Summary


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...