conye – Unity2
Some reminders for myself:
- Start function => void Start()
- update function called repeatedly => void Update()
- Debug.Log
- Do while loops do{} while() checks exit condition at end
- For each loop is written “foreach(type item in arr)”
- string is lowercase
- if a var is declared public, other scripts can edit it, and it shows up in the inspector!
- Hierarchy is: start/update set var > inspector set var > class set var
- Private is the default access modifier
- Access another class =>
- Awake called before start
- Fixed update for physics -> called regularly
- Update times vary
- Get time with Time.deltaTime
- Vector3.Cross(VectorA, VectorB)
- If I want to get a component of the thing my script is attached to. Type Mything = getComponent<Type>();
- We can use “enabled” property to toggle components on and off
- Can also use “active” to toggle GameObjects on and off
- https://unity3d.com/learn/tutorials/topics/scripting/activating-gameobjects?playlist=17117
- mult by time.deltaTime moves it in meters per second instead of meters per frame
- Vector3.forward, Vector3.up is a shortcut
- Input.getKey(KeyCode.UpArrow), there’s also getButton => these return true or false based on if they’re pressed or not.
- getAxis: => [-1, 1]
- can detect mouseclicks on gui or colliders => OnMouseDown()
- rigidBody(addForce())
- Destroy to destroy game objects, use it for other objects/ components that the script isn’t actually attached to, can include timed delay
- getComponent is expensive
- subclass example =>
- Use instantiate to duplicate prefabs
- helpful link for ref => https://unity3d.com/learn/tutorials/topics/scripting/instantiate?playlist=17117
- Invoke and InvokeRepeating(func, delay, subsequentDelays)
Screenshots (one for each of the 28 lessons in the beginning scripts thing)