The book is here It is highly recommended. If you have a background in neuroscience, you will enjoy it a lot! The programmer’s brain 🧠 When learning learn to recognize your confusion. Knowing what type of confusion you are facing can help you. There are 3 types of confusion: 1. Lack of knowledge Complete lack of knowledge in a specific domain so lacking domain specific
Unity Editor Basics #2: Menu bar: File 📁
📁The bar is right below the title bar 📁Has all these menu options: File, Edit, Assets, GameObject, Component, Window and Help 📁The File option is concerned with f options like opening an existing scene, or creating a new scene 📁You can also save your project with the Save and Save as options 📁 Or create a new project from the File menu or open an
Unity Editor Basics #1: Title bar 📜
📜Title bar is right at the top and displays info about the application and your project 📜Logo (Unity) → Click → Context menu (which allows you to restore, minimize, maximize etc). You can do the same with the buttons on the far right 📜Your project name 📜The name of the scene which is currently open (game level, film scene, splash scene, welcome scene etc) 📜Build
Introduction to C# in Unity #13: 🥑 If – else if – else conditional statements
🥑 Use else if to specify a new condition to test, if the first condition is false
Introduction to C# in Unity3D #6: Operators – Part 1 📠
📠 Operators are used to carry out operations on operands. Operands are values or variables on whom an operation is carried out on. 📠 For example 2 + 10 📠Arithmetic operators: addition, subtractions, multiplication, division and modulo 📠The modulo operator returns the remainder of a division operation e.g 5 % 2 is 1 📠The assignment operator is denoted by the equal to = sign and
Unity3D Scripting API #13: OnApplicationQuit() 📱
⭐ OnApplicationQuit():📱 Sent to all GameObjects before the application quits.📱Called when a user quits the game application✅📱Called when the play mode is exited from✅📱OnApplicationQuit() takes no argument📱 Use cases: saving a player’s score upon quitting the game
Unity3D Scripting API #12: OnApplicationFocus() 📱
⭐OnApplicationFocus() 📱 Sent to all GameObjects when the application loses or gets focused 📱 Function: checks if the current application is in focus or not 📱 Called immediately after OnApplicationPause() ✅ 📱 Called when an application (unity editor window) gets or loses focus 📱 when an application goes to the background (boolean: false ), as the game application has lost focus 📱 Returns false when
Unity3D Scripting API #11: OnApplicationPause() 📱
⭐OnApplicationPause() 📱 Sent to all GameObjects when the application pauses. 📱 Called after OnEnable()if the script component is enabled ✅ 📱 Called after Awake() if the script component is disabled ❌ 📱 Called when an application goes to the background (true) 📱 Called when an application comes to the front (false) 📱 OnApplicationPause() takes a boolean (true or false) as an argument
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
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