Disclaimer: This article intends to be a primer so that you may gain insight in order to understand beginner OOP articles better (for example on wikipedia). In order to grasp more abstract concepts, suspend as much logic as you would when watching Star Trek. Message not sponsored by anyone I know. Some neurons dissipated during the writing of this.
Unity3D Scripting API #7: Awake() ☀️
⭐Event methods get called automatically by the Unity3D engine at predetermined times. ☀️Called only once in the lifecycle of a script ☀️Called even if the script component is disabled ☀️It is an initialization method like Start() . Called at the beginning when game objects are created and initialized. Awake() is called when the object that the script is attached to is initialized ☀️ Usage: Awake()
Unity3D Scripting API #6: LateUpdate()☑️
⭐ LateUpdate(): ☑️ This is called after each Update() method call ☑️This is useful to ensure all Update() related calculations are completed, and then any other dependent calculations can be called. For example, if you need to integrate a third-person camera to follow a character, then it should be implemented inside LateUpdate() method. This ensures that the camera will track the character after its movement
Introduction to C# in Unity3D #2: Scripts! Scripts! Scripts! 📑
📑 In Unity3D you will hear the word script a lot!’ 📑To create a script: Assets < C# < Script or Right click in the Assets folder < Create and < C# Script 📑 Script names should be in Pascal case. PascalCase is a naming convention in which the first letter of each word in a compound word is capitalized. For example: 📑Script names should
Unity3D Scripting API # 5: FixedUpdate() ☑️
⭐ FixedUpdate(): ☑️ Recap: Update used to determine the state of a game object in the next frame and thereon continuously ☑️ Called continuously after 0.02 seconds or whatever time interval that you choose. Unity’s fixed timestep defaults to 0.02. This means FixedUpdate() is being called after every 0.02 seconds ☑️ Tied in to the physics engine. Contains physics based updates ☑️ This method is
Introduction to C# in Unity3D #1: 💻What? Why? How
💻It is an object-oriented programming language created by Microsoft 💻 Object-oriented programming (OOP) is about creating objects that contain both data and methods. 💻It is easy to learn and simple to use 💻 Good community Support 💻Good for making games, VR apps, AR apps, Your C# code will interface with the game engine via the Unity3D Scripting API. The Unity3D scripting API exposes functions that
Unity3D Scripting API #4 : Update() ☑️
⭐ Update(): ☑️ This method is called continuously every frame ☑️ The Update() method is good for receiving inputs from the user continuously. Anything that needs to change or be adjusted regularly will be written inside the Update() method for example⏱️ Timers. ☑️ Also used for non-physics based movement for example non-physics based character controller in 2D games ☑️ Update() depends on the game’s refresh
Unity3D Scripting API #3 – Start() 🏁
💚MonoBehaviour💚 is the base class from which every Unity script derives. Any Unity3D script that you create will extend from the MonoBehaviour class. The MonoBehaviour class will execute events in a pre-determined order. 🍱Method: A method is a function that performs a specific task. So these methods are performing a specific function. For example whatever code is written inside the Start() will execute on the
Unity3D Scripting API -2: MonoBehaviour
💚MonoBehaviour💚 is the base class from which every Unity script derives. Any Unity3D script that you create will extend the MonoBehaviour class. Ok what is a class? When you make a new Unity3D script, the class name will be the same as the file name. A class is like a container for your variables and functions. They’re organized together and perform a specific function in
Introduction to the Unity3D Scripting API – 1
The Unity3D scripting API is a collection of namespaces. API stands for Application Programming Interface. It allows 2 applications to talk to each other. A namespace is a collection of classes, events, enumerations, delegates, interfaces etc that handle a specific task each. So each namespace will handle a specific task each. The most common namespaces are: UnityEngine namespace: collection of pre-built classes, events, interfaces etc
VR Lesson #3: Grab items in VR with hands
The last tutorial focused on grabbing items in virtual reality using the raycaster with Unity3D’s new input system. In this tutorial we go over using hands prefab to grab objects in VR and throw them around. The full tutorial can be found here
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