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<!DOCTYPE html><html lang="en-US"><head><title>Unity Basics 4. Scripting GameObjects</title><meta property="og:title" content="Unity Basics 4. Scripting GameObjects"><meta charset="UTF-8"><meta name="viewport" content="width=device-width,height=device-height,initial-scale=1.0"><meta name="apple-mobile-web-app-capable" content="yes"><meta http-equiv="X-UA-Compatible" content="ie=edge"><meta property="og:type" content="website"><meta name="twitter:card" content="summary"><style>@media screen{body[data-bespoke-view=""] .bespoke-marp-parent>.bespoke-marp-osc>button,body[data-bespoke-view=next] .bespoke-marp-parent>.bespoke-marp-osc>button,body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-info-container button,body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-note-container button{-webkit-tap-highlight-color:transparent;-webkit-appearance:none;appearance:none;background-color:transparent;border:0;color:inherit;cursor:pointer;font-size:inherit;opacity:.8;outline:none;padding:0;transition:opacity .2s linear}body[data-bespoke-view=""] 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/*!
* Marp default theme.
*
* @theme default
* @author Yuki Hattori
*
* @auto-scaling true
* @size 16:9 1280px 720px
* @size 4:3 960px 720px
*/div#\:\$p>svg>foreignObject>section,div#\:\$p>svg>foreignObject>section 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.pl-md{background-color:var(--color-prettylights-syntax-markup-deleted-bg);color:var(--color-prettylights-syntax-markup-deleted-text)}div#\:\$p>svg>foreignObject>section .pl-mi1{background-color:var(--color-prettylights-syntax-markup-inserted-bg);color:var(--color-prettylights-syntax-markup-inserted-text)}div#\:\$p>svg>foreignObject>section .pl-mc{background-color:var(--color-prettylights-syntax-markup-changed-bg);color:var(--color-prettylights-syntax-markup-changed-text)}div#\:\$p>svg>foreignObject>section .pl-mi2{background-color:var(--color-prettylights-syntax-markup-ignored-bg);color:var(--color-prettylights-syntax-markup-ignored-text)}div#\:\$p>svg>foreignObject>section .pl-mdr{color:var(--color-prettylights-syntax-meta-diff-range);font-weight:700}div#\:\$p>svg>foreignObject>section .pl-ba{color:var(--color-prettylights-syntax-brackethighlighter-angle)}div#\:\$p>svg>foreignObject>section .pl-sg{color:var(--color-prettylights-syntax-sublimelinter-gutter-mark)}div#\:\$p>svg>foreignObject>section .pl-corl{color:var(--color-prettylights-syntax-constant-other-reference-link);text-decoration:underline}div#\:\$p>svg>foreignObject>section g-emoji{display:inline-block;font-family:Apple Color Emoji,Segoe UI Emoji,Segoe UI Symbol;font-size:1em;font-style:normal!important;font-weight:var(--base-text-weight-normal,400);line-height:1;min-width:1ch;vertical-align:-.075em}div#\:\$p>svg>foreignObject>section g-emoji img{height:1em;width:1em}div#\:\$p>svg>foreignObject>section .task-list-item{list-style-type:none}div#\:\$p>svg>foreignObject>section .task-list-item label{font-weight:var(--base-text-weight-normal,400)}div#\:\$p>svg>foreignObject>section .task-list-item.enabled label{cursor:pointer}div#\:\$p>svg>foreignObject>section .task-list-item+.task-list-item{margin-top:4px}div#\:\$p>svg>foreignObject>section .task-list-item .handle{display:none}div#\:\$p>svg>foreignObject>section .task-list-item-checkbox{margin:0 .2em .25em -1.4em;vertical-align:middle}div#\:\$p>svg>foreignObject>section .contains-task-list:dir(rtl) .task-list-item-checkbox{margin:0 -1.6em .25em .2em}div#\:\$p>svg>foreignObject>section .contains-task-list{position:relative}div#\:\$p>svg>foreignObject>section .contains-task-list:focus-within .task-list-item-convert-container,div#\:\$p>svg>foreignObject>section .contains-task-list:hover .task-list-item-convert-container{clip:auto;display:block;height:24px;overflow:visible;width:auto}div#\:\$p>svg>foreignObject>section ::-webkit-calendar-picker-indicator{filter:invert(50%)}div#\:\$p>svg>foreignObject>section :is(h1,marp-h1){color:var(--h1-color);font-size:1.6em}div#\:\$p>svg>foreignObject>section :is(h1,marp-h1),div#\:\$p>svg>foreignObject>section :is(h2,marp-h2){border-bottom:none}div#\:\$p>svg>foreignObject>section :is(h2,marp-h2){font-size:1.3em}div#\:\$p>svg>foreignObject>section :is(h3,marp-h3){font-size:1.1em}div#\:\$p>svg>foreignObject>section :is(h4,marp-h4){font-size:1.05em}div#\:\$p>svg>foreignObject>section :is(h5,marp-h5){font-size:1em}div#\:\$p>svg>foreignObject>section :is(h6,marp-h6){font-size:.9em}div#\:\$p>svg>foreignObject>section :is(h1,marp-h1) strong,div#\:\$p>svg>foreignObject>section :is(h2,marp-h2) strong,div#\:\$p>svg>foreignObject>section :is(h3,marp-h3) strong,div#\:\$p>svg>foreignObject>section :is(h4,marp-h4) strong,div#\:\$p>svg>foreignObject>section :is(h5,marp-h5) strong,div#\:\$p>svg>foreignObject>section :is(h6,marp-h6) strong{color:var(--heading-strong-color);font-weight:inherit}div#\:\$p>svg>foreignObject>section :is(h1,marp-h1)::part(auto-scaling),div#\:\$p>svg>foreignObject>section :is(h2,marp-h2)::part(auto-scaling),div#\:\$p>svg>foreignObject>section :is(h3,marp-h3)::part(auto-scaling),div#\:\$p>svg>foreignObject>section :is(h4,marp-h4)::part(auto-scaling),div#\:\$p>svg>foreignObject>section :is(h5,marp-h5)::part(auto-scaling),div#\:\$p>svg>foreignObject>section :is(h6,marp-h6)::part(auto-scaling){max-height:563px}div#\:\$p>svg>foreignObject>section hr{height:0;padding-top:.25em}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre){border:1px solid var(--color-border-default);line-height:1.15;overflow:visible}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre)::part(auto-scaling){max-height:529px}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs){color:var(--color-prettylights-syntax-storage-modifier-import)}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-doctag),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-keyword),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-meta .hljs-keyword),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-template-tag),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-template-variable),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-type),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-variable.language_){color:var(--color-prettylights-syntax-keyword)}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-title),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-title.class_),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-title.class_.inherited__),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-title.function_){color:var(--color-prettylights-syntax-entity)}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-attr),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-attribute),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-literal),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-meta),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-number),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-operator),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-selector-attr),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-selector-class),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-selector-id),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-variable){color:var(--color-prettylights-syntax-constant)}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-meta .hljs-string),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-regexp),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-string){color:var(--color-prettylights-syntax-string)}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-built_in),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-symbol){color:var(--color-prettylights-syntax-variable)}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-code),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-comment),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-formula){color:var(--color-prettylights-syntax-comment)}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-name),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-quote),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-selector-pseudo),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-selector-tag){color:var(--color-prettylights-syntax-entity-tag)}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-subst){color:var(--color-prettylights-syntax-storage-modifier-import)}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-section){color:var(--color-prettylights-syntax-markup-heading);font-weight:700}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-bullet){color:var(--color-prettylights-syntax-markup-list)}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-emphasis){color:var(--color-prettylights-syntax-markup-italic);font-style:italic}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-strong){color:var(--color-prettylights-syntax-markup-bold);font-weight:700}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-addition){background-color:var(--color-prettylights-syntax-markup-inserted-bg);color:var(--color-prettylights-syntax-markup-inserted-text)}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-deletion){background-color:var(--color-prettylights-syntax-markup-deleted-bg);color:var(--color-prettylights-syntax-markup-deleted-text)}div#\:\$p>svg>foreignObject>section footer,div#\:\$p>svg>foreignObject>section header{color:var(--header-footer-color);font-size:18px;left:30px;margin:0;position:absolute}div#\:\$p>svg>foreignObject>section header{top:21px}div#\:\$p>svg>foreignObject>section footer{bottom:21px}div#\:\$p>svg>foreignObject>section{--h1-color:#246;--header-footer-color:hsla(0,0%,40%,.75);--heading-strong-color:#48c;--paginate-color:#777;align-items:stretch;display:flex;flex-flow:column nowrap;font-size:29px;height:720px;justify-content:center;padding:78.5px;width:1280px}div#\:\$p>svg>foreignObject>section{--marpit-root-font-size:29px}div#\:\$p>svg>foreignObject>section:where(.invert){--h1-color:#cee7ff;--header-footer-color:hsla(0,0%,60%,.75);--heading-strong-color:#7bf;--paginate-color:#999}div#\:\$p>svg>foreignObject>section>:last-child,div#\:\$p>svg>foreignObject>section[data-footer]>:nth-last-child(2){margin-bottom:0}div#\:\$p>svg>foreignObject>section>:first-child,div#\:\$p>svg>foreignObject>section>header:first-child+*{margin-top:0}div#\:\$p>svg>foreignObject>section:after{bottom:21px;color:var(--paginate-color);font-size:24px;padding:0;position:absolute;right:30px}div#\:\$p>svg>foreignObject>section:after{--marpit-root-font-size:24px}div#\:\$p>svg>foreignObject>section[data-color] :is(h1,marp-h1),div#\:\$p>svg>foreignObject>section[data-color] :is(h2,marp-h2),div#\:\$p>svg>foreignObject>section[data-color] :is(h3,marp-h3),div#\:\$p>svg>foreignObject>section[data-color] :is(h4,marp-h4),div#\:\$p>svg>foreignObject>section[data-color] :is(h5,marp-h5),div#\:\$p>svg>foreignObject>section[data-color] :is(h6,marp-h6){color:currentcolor}div#\:\$p>svg>foreignObject>section[data-marpit-advanced-background=background]{columns:initial!important;display:block!important;padding:0!important}div#\:\$p>svg>foreignObject>section[data-marpit-advanced-background=background]:after,div#\:\$p>svg>foreignObject>section[data-marpit-advanced-background=background]:before,div#\:\$p>svg>foreignObject>section[data-marpit-advanced-background=content]:after,div#\:\$p>svg>foreignObject>section[data-marpit-advanced-background=content]:before{display:none!important}div#\:\$p>svg>foreignObject>section[data-marpit-advanced-background=background]>div[data-marpit-advanced-background-container]{all:initial;display:flex;flex-direction:row;height:100%;overflow:hidden;width:100%}div#\:\$p>svg>foreignObject>section[data-marpit-advanced-background=background]>div[data-marpit-advanced-background-container][data-marpit-advanced-background-direction=vertical]{flex-direction:column}div#\:\$p>svg>foreignObject>section[data-marpit-advanced-background=background][data-marpit-advanced-background-split]>div[data-marpit-advanced-background-container]{width:var(--marpit-advanced-background-split,50%)}div#\:\$p>svg>foreignObject>section[data-marpit-advanced-background=background][data-marpit-advanced-background-split=right]>div[data-marpit-advanced-background-container]{margin-left:calc(100% - var(--marpit-advanced-background-split, 50%))}div#\:\$p>svg>foreignObject>section[data-marpit-advanced-background=background]>div[data-marpit-advanced-background-container]>figure{all:initial;background-position:center;background-repeat:no-repeat;background-size:cover;flex:auto;margin:0}div#\:\$p>svg>foreignObject>section[data-marpit-advanced-background=background]>div[data-marpit-advanced-background-container]>figure>figcaption{position:absolute;border:0;clip:rect(0,0,0,0);height:1px;margin:-1px;overflow:hidden;padding:0;white-space:nowrap;width:1px}div#\:\$p>svg>foreignObject>section[data-marpit-advanced-background=content],div#\:\$p>svg>foreignObject>section[data-marpit-advanced-background=pseudo]{background:transparent!important}div#\:\$p>svg>foreignObject>section[data-marpit-advanced-background=pseudo],div#\:\$p>svg[data-marpit-svg]>foreignObject[data-marpit-advanced-background=pseudo]{pointer-events:none!important}div#\:\$p>svg>foreignObject>section[data-marpit-advanced-background-split]{width:100%;height:100%}</style></head><body><div class="bespoke-marp-osc"><button data-bespoke-marp-osc="prev" tabindex="-1" title="Previous slide">Previous slide</button><span data-bespoke-marp-osc="page"></span><button data-bespoke-marp-osc="next" tabindex="-1" title="Next slide">Next slide</button><button data-bespoke-marp-osc="fullscreen" tabindex="-1" title="Toggle fullscreen (f)">Toggle fullscreen</button><button data-bespoke-marp-osc="presenter" tabindex="-1" title="Open presenter view (p)">Open presenter view</button></div><div id=":$p"><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="1" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="1" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="28">
<h1 id="4-scripting-gameobjects">4. Scripting GameObjects</h1>
</section>
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<h2 id="the-gameobject-class">The GameObject class</h2>
<p><a href="https://docs.unity3d.com/Manual/class-GameObject.html">Manual: Important classes - GameObject</a></p>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="3" data-marpit-fragments="1" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="3" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="28">
<h2 id="creating-a-new-script">Creating a new script</h2>
<ul>
<li data-marpit-fragment="1">There are two ways to do it:<br />
a) <em>Inspector > Add Component > New Script > Create and Add</em><br />
b) <em>Project > Right click > Create > C# script</em>, then drag and drop to a GameObject</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="4" data-marpit-fragments="7" data-paginate="true" data-class="invert" data-footer="[More about classes later in Programming 3: Classes and Methods](../programming/6-classes-methods)" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="4" style="--paginate:true;--class:invert;--footer:[More about classes later in Programming 3: Classes and Methods](../programming/6-classes-methods);--heading-divider:3;" data-marpit-pagination-total="28">
<h2 id="the-script-class">The Script Class</h2>
<ul>
<li data-marpit-fragment="1">C# is object-oriented: the script is a new <em><strong>Class</strong></em>
<ul>
<li data-marpit-fragment="2">it <em><strong>inherits</strong></em> an Unity class <a href="https://docs.unity3d.com/Manual/class-MonoBehaviour.html"><code>MonoBehaviour</code></a></li>
</ul>
</li>
<li data-marpit-fragment="3">Inside the class, we can implement Unity's default <em><strong>methods</strong></em>
<ul>
<li data-marpit-fragment="4">e.g., <code>Awake()</code></li>
</ul>
</li>
<li data-marpit-fragment="5">We can also add our own methods
<ul>
<li data-marpit-fragment="6">e.g., <code>DoStuffThatWeWant()</code></li>
</ul>
</li>
<li data-marpit-fragment="7">We can also add new <em><strong>fields</strong></em>: variables inside the class</li>
</ul>
<footer><a href="../programming/6-classes-methods">More about classes later in Programming 3: Classes and Methods</a></footer>
</section>
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<h2 id="start-and-update">Start and update</h2>
<ul>
<li data-marpit-fragment="1">A new script includes two <em><strong>methods</strong></em> by default: <code>Start</code> and <code>Update</code></li>
<li data-marpit-fragment="2"><a href="https://docs.unity3d.com/ScriptReference/MonoBehaviour.Start.html"><code>Start()</code></a> is called automatically only once
<ul>
<li data-marpit-fragment="3">It's used for setting things up when we start using the GameObject</li>
</ul>
</li>
<li data-marpit-fragment="4"><a href="https://docs.unity3d.com/ScriptReference/MonoBehaviour.Update.html"><code>Update()</code></a> is called every frame
<ul>
<li data-marpit-fragment="5">See FPS in <em>Play mode > Stats</em> to check how often it's called!</li>
</ul>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="6" data-marpit-fragments="11" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="6" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="28">
<h2 id="two-ways-to-initialize">Two ways to initialize</h2>
<ul>
<li data-marpit-fragment="1">There are two functions for initializing a script class</li>
<li data-marpit-fragment="2"><a href="https://docs.unity3d.com/ScriptReference/MonoBehaviour.Awake.html"><code>Awake()</code></a>
<ul>
<li data-marpit-fragment="3">Called first</li>
<li data-marpit-fragment="4">Called even if the script component is not enabled!</li>
<li data-marpit-fragment="5">Other GameObjects in the scene don't necessarily yet exist when this is called</li>
<li data-marpit-fragment="6">Also, you can't access serialized values from inspector here!</li>
</ul>
</li>
<li data-marpit-fragment="7"><a href="https://docs.unity3d.com/ScriptReference/MonoBehaviour.Start.html"><code>Start()</code></a>
<ul>
<li data-marpit-fragment="8">Called second, right before the first Update</li>
<li data-marpit-fragment="9">Only called if the script component IS enabled</li>
<li data-marpit-fragment="10">Other GameObjects in the scene already exist</li>
<li data-marpit-fragment="11">Serialized variables exist as well</li>
</ul>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="7" data-marpit-fragments="6" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="7" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="28">
<h2 id="update-function"><code>Update()</code> function</h2>
<ul>
<li data-marpit-fragment="1">There are three functions for updating a script class</li>
<li data-marpit-fragment="2"><a href="https://docs.unity3d.com/ScriptReference/MonoBehaviour.Update.html"><code>Update()</code></a>
<ul>
<li data-marpit-fragment="3">Frequency of update calls varies depending on framerate</li>
<li data-marpit-fragment="4">Most things can be updated here</li>
<li data-marpit-fragment="5">Because of framerate-dependence it is <em>indeterministic</em>
<ul>
<li data-marpit-fragment="6">(same input doesn't always produce same output)</li>
</ul>
</li>
</ul>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="8" data-marpit-fragments="10" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="8" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="28">
<h2 id="fixedupdate-and-lateupdate"><code>FixedUpdate()</code> and <code>LateUpdate()</code></h2>
<ul>
<li data-marpit-fragment="1"><a href="https://docs.unity3d.com/ScriptReference/MonoBehaviour.FixedUpdate.html"><code>FixedUpdate()</code></a>
<ul>
<li data-marpit-fragment="2">By default, called every 0.2 seconds (50 FPS)</li>
<li data-marpit-fragment="3">Used mainly for physics calculations
<ul>
<li data-marpit-fragment="4">Will slow down under heavy load!</li>
<li data-marpit-fragment="5">Not dependent on framerate: <em>deterministic</em>
<ul>
<li data-marpit-fragment="6">(same input always produces same output)</li>
</ul>
</li>
</ul>
</li>
<li data-marpit-fragment="7"><em><strong>Note:</strong></em> Can't be used for checking ButtonDown input</li>
</ul>
</li>
<li data-marpit-fragment="8"><a href="https://docs.unity3d.com/ScriptReference/MonoBehaviour.LateUpdate.html"><code>LateUpdate()</code></a>
<ul>
<li data-marpit-fragment="9">Called every frame after <code>Update()</code>.</li>
<li data-marpit-fragment="10">Good for something that has to happen after all game objects have Updated</li>
</ul>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="9" data-marpit-fragments="9" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="9" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="28">
<h2 id="time-and-deltatime">Time and Deltatime</h2>
<ul>
<li data-marpit-fragment="1"><a href="https://docs.unity3d.com/Manual/TimeFrameManagement.html">Important classes: Time</a></li>
<li data-marpit-fragment="2"><code>Time.time</code>
<ul>
<li data-marpit-fragment="3">The time passed since starting the game, in seconds</li>
</ul>
</li>
<li data-marpit-fragment="4"><code>Time.deltaTime</code>
<ul>
<li data-marpit-fragment="5"><em><strong>Deltatime</strong></em> is the time spent between update calls, in seconds
<ul>
<li data-marpit-fragment="6">Relates to FPS, or <em><strong>frames per second</strong></em></li>
<li data-marpit-fragment="7"><code>deltatime = 1 / FPS</code></li>
</ul>
</li>
<li data-marpit-fragment="8">Can be used for accounting for framerate in movement<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#">Vector3 velocity = <span class="hljs-keyword">new</span> Vector3(speed * Time.deltaTime, <span class="hljs-number">0.0f</span>, <span class="hljs-number">0.0f</span>);
transform.position += velocity;
</code></pre>
</li>
<li data-marpit-fragment="9">Beware lag spikes, though: what would <code>velocity</code> be if deltatime was equal to one second? Three seconds?</li>
</ul>
</li>
</ul>
</section>
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<h2 id="accessing-fields-in-inspector">Accessing fields in Inspector</h2>
<ul>
<li data-marpit-fragment="1">Every time we change our code, we have to wait for Unity to compile scripts.</li>
<li data-marpit-fragment="2">It's especially annoying when fine-tuning variable values</li>
<li data-marpit-fragment="3">Luckily, we can edit script variables right in the inspector</li>
<li data-marpit-fragment="4"><a href="https://docs.unity3d.com/Manual/VariablesAndTheInspector.html">Manual: Variables and the Inspector</a></li>
<li data-marpit-fragment="5"><code>public</code> variables show up in Inspector</li>
<li data-marpit-fragment="6">...as do the ones with a <code>[SerializeField]</code> attribute
<ul>
<li data-marpit-fragment="7"><a href="https://docs.unity3d.com/ScriptReference/SerializeField.html">Script Reference: SerializeField</a></li>
</ul>
</li>
<li data-marpit-fragment="8">Use <code>public</code> only when you need to edit the value from other scripts
<ul>
<li data-marpit-fragment="9"><code>[SerializeField]</code> is safer (can't be edited from other scripts)</li>
</ul>
</li>
</ul>
</section>
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<h2 id="extra-other-attributes">Extra: Other attributes</h2>
<ul>
<li data-marpit-fragment="1"><code>[SerializeField]</code> is not the only handy attribute in Unity.</li>
<li data-marpit-fragment="2"><code>[Header("Explainer for UI")]</code>
<ul>
<li data-marpit-fragment="3">Great for team communication</li>
<li data-marpit-fragment="4"><a href="https://docs.unity3d.com/ScriptReference/HeaderAttribute.html">Script Reference: Header Attribute</a></li>
</ul>
</li>
<li data-marpit-fragment="5"><code>[Range(x,x)]</code>
<ul>
<li data-marpit-fragment="6">Adds a slider to inspector</li>
<li data-marpit-fragment="7"><a href="https://docs.unity3d.com/ScriptReference/RangeAttribute.html">Script Reference: Range Attribute</a></li>
</ul>
</li>
<li data-marpit-fragment="8"><a href="(https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/concepts/attributes/)">More about attributes in C# Docs</a></li>
</ul>
</section>
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<h2 id="referring-to-gameobjects">Referring to GameObjects</h2>
<ul>
<li data-marpit-fragment="1">The GameObject the script is attached to is usable as <code>gameObject</code></li>
<li data-marpit-fragment="2">For other GameObjects, there are two options:
<ul>
<li data-marpit-fragment="3">a) Fast solution
<ul>
<li data-marpit-fragment="4">Serialize a GameObject field (shows up in the Inspector)</li>
<li data-marpit-fragment="5">Drag & drop the wanted GameObject to the field in Inspector</li>
</ul>
</li>
<li data-marpit-fragment="6">b) Find with code
<ul>
<li data-marpit-fragment="7"><a href="https://docs.unity3d.com/ScriptReference/GameObject.Find.html">Script Reference: GameObject.Find</a></li>
<li data-marpit-fragment="8"><a href="https://docs.unity3d.com/ScriptReference/GameObject.FindGameObjectsWithTag.html">Script Reference: GameObject.FindGameObjectsWithTag</a></li>
<li data-marpit-fragment="9"><em><strong>Note:</strong></em> these functions can't find inactive GameObjects.</li>
</ul>
</li>
</ul>
</li>
</ul>
</section>
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<h2 id="accessing-children--parents">Accessing Children & Parents</h2>
<ul>
<li data-marpit-fragment="1">Accessing a child:
<ul>
<li data-marpit-fragment="2">Unity stores the child-parent hierarchy of GameObjects under the Transform component</li>
<li data-marpit-fragment="3">Access by index number
<ul>
<li data-marpit-fragment="4"><a href="https://docs.unity3d.com/ScriptReference/Transform.GetChild.html">Script Reference: Transform.GetChild</a></li>
<li data-marpit-fragment="5"><code>parentGameObject.transform.GetChild(indexNumber).gameObject</code></li>
</ul>
</li>
<li data-marpit-fragment="6">Access by name
<ul>
<li data-marpit-fragment="7"><a href="https://docs.unity3d.com/ScriptReference/Transform.Find.html">Script Reference: Transform.Find</a></li>
<li data-marpit-fragment="8"><code>parentGameObject.transform.Find("childName").gameObject</code></li>
</ul>
</li>
</ul>
</li>
<li data-marpit-fragment="9">Accessing a parent:
<ul>
<li data-marpit-fragment="10">GameObject only has one direct parent</li>
<li data-marpit-fragment="11"><code>childGameObject.transform.parent</code></li>
</ul>
</li>
</ul>
</section>
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<h2 id="creating-and-destroying-gameobjects">Creating and destroying GameObjects</h2>
<ul>
<li data-marpit-fragment="1"><code>Instantiate()</code>: Create copies of GameObjects or Prefabs into the scene with
<ul>
<li data-marpit-fragment="2"><a href="https://docs.unity3d.com/ScriptReference/Object.Instantiate.html">Script Reference: Instantiate</a><pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#">GameObject newObject = Instantiate(bullet, transform.position, transform.rotation);
</code></pre>
</li>
</ul>
</li>
<li data-marpit-fragment="3"><code>Destroy()</code>: destroy GameObjects from the scene
<ul>
<li data-marpit-fragment="4"><a href="https://docs.unity3d.com/ScriptReference/Object.Destroy.html">Script Reference: Destroy</a></li>
<li data-marpit-fragment="5">you can give an additional delay in seconds before destroying as a second argument<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#">Destroy(bullet, <span class="hljs-number">2.0f</span>);
</code></pre>
</li>
</ul>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="15" data-marpit-fragments="9" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="15" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="28">
<h2 id="activating-and-deactivating-gameobjects">Activating and deactivating GameObjects</h2>
<ul>
<li data-marpit-fragment="1">Inspector: see the checkbox left to the GameObject's name</li>
<li data-marpit-fragment="2"><code>gameObject.SetActive(false);</code>
<ul>
<li data-marpit-fragment="3">will deactivate the object <em><strong>AND ITS CHILDREN</strong></em>.</li>
</ul>
</li>
<li data-marpit-fragment="4"><code>myObject.activeSelf</code>
<ul>
<li data-marpit-fragment="5"><code>false</code> tells if this <em>particular</em> object has been deactivated</li>
<li data-marpit-fragment="6">even if <code>true</code>, <code>myObject</code> can still be deactivated if a parent is deactivated</li>
</ul>
</li>
<li data-marpit-fragment="7"><code>myObject.activeInHierarchy</code>
<ul>
<li data-marpit-fragment="8">"is <code>myObject</code> <em>really</em> active right now?"</li>
<li data-marpit-fragment="9"><code>false</code> means this object has been deactivated by itself <em><strong>or</strong></em> by its parents</li>
</ul>
</li>
</ul>
</section>
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<h2 id="exercise-1-three-two-one">Exercise 1. Three, two, one...</h2>
<ul>
<li data-marpit-fragment="1">Create a script on an empty GameObject</li>
<li data-marpit-fragment="2">Make it instantiate a bullet Prefab every three seconds.</li>
<li data-marpit-fragment="3">Create another GameObject, and make the script destroy it when three seconds have passed.</li>
</ul>
</section>
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<h2 id="accessing-components">Accessing components</h2>
<ul>
<li data-marpit-fragment="1">Access GameObject's components with <a href="https://docs.unity3d.com/ScriptReference/GameObject.GetComponent.html">GameObject.GetComponent</a><pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#">OurComponentType ourComponent = ourGameObject.GetComponent<OurComponentType>();
</code></pre>
</li>
<li data-marpit-fragment="2">For example, to get the Rigidbody component:<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#">Rigidbody rb = playerObject.GetComponent<Rigidbody>();
</code></pre>
</li>
<li data-marpit-fragment="3">Dot notation not needed when getting a component of the GameObject the script class is part of:<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#">Rigidbody rb = GetComponent<Rigidbody>();
</code></pre>
</li>
</ul>
</section>
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<h2 id="checking-if-component-exists">Checking if component exists</h2>
<ul>
<li data-marpit-fragment="1">
<p>It's a good idea to check if a component exists before actully using it</p>
<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#">Rigidbody rb = GetComponent<Rigidbody>();
<span class="hljs-keyword">if</span> (rb != <span class="hljs-literal">null</span>)
{
<span class="hljs-comment">// do stuff with rb</span>
}
</code></pre>
<ul>
<li data-marpit-fragment="2">Another way is to use the <a href="https://docs.unity3d.com/ScriptReference/GameObject.TryGetComponent.html">GameObject.TryGetComponent</a> method</li>
</ul>
<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#"><span class="hljs-keyword">if</span> (playerObject.TryGetComponent<RigidBody>(<span class="hljs-keyword">out</span> RigidBody rb))
{
<span class="hljs-comment">// do stuff with rb</span>
}
</code></pre>
<ul>
<li data-marpit-fragment="3">Does the syntax look strange? It uses the <a href="https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/out-parameter-modifier">out parameter</a>.</li>
</ul>
</li>
</ul>
</section>
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<h2 id="enabling-and-disabling-components">Enabling and disabling components</h2>
<ul>
<li data-marpit-fragment="1">enable component:
<ul>
<li data-marpit-fragment="2"><code>component.enabled = true;</code></li>
</ul>
</li>
<li data-marpit-fragment="3">disable component:
<ul>
<li data-marpit-fragment="4"><code>component.enabled = false;</code></li>
</ul>
</li>
<li data-marpit-fragment="5">toggle:
<ul>
<li data-marpit-fragment="6"><code>component.enabled = !component.enabled</code></li>
</ul>
</li>
<li data-marpit-fragment="7"><em><strong>Note:</strong></em> Disabling a script component only disables calls to Awake, Start, Update, LateUpdate, FixedUpdate...
<ul>
<li data-marpit-fragment="8">Most event-based callbacks don't get disabled!</li>
</ul>
</li>
</ul>
</section>
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<h2 id="tags--layers">Tags & Layers</h2>
<ul>
<li data-marpit-fragment="1"><a href="https://docs.unity3d.com/Manual/class-TagManager.html">Manual: Tags and layers</a></li>
<li data-marpit-fragment="2"><em>Edit > Project Settings > Tags and Layers</em></li>
<li data-marpit-fragment="3">Here, you can set up
<ul>
<li data-marpit-fragment="4"><em><strong>Tags</strong></em></li>
<li data-marpit-fragment="5"><em><strong>Layers</strong></em></li>
<li data-marpit-fragment="6"><em><strong>Sorting layers</strong></em></li>
</ul>
</li>
</ul>
</section>
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<h2 id="tags">Tags</h2>
<ul>
<li data-marpit-fragment="1"><a href="https://docs.unity3d.com/Manual/Tags.html">Manual: Tags</a></li>
<li data-marpit-fragment="2">Marker values that that you can use to identify objects in your Project</li>
<li data-marpit-fragment="3">Example tags: EditorOnly, MainCamera, Player</li>
<li data-marpit-fragment="4">GameObject can only have ONE tag!
<ul>
<li data-marpit-fragment="5">Access it with <code>myGameObject.tag</code></li>
</ul>
</li>
<li data-marpit-fragment="6"><code>GameObject.FindWithtag("tagname");</code></li>
<li data-marpit-fragment="7"><code>GameObject.FindGameObjectsWithTag("tagname");</code></li>
</ul>
</section>
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<h3 id="tag-based-collision">Tag-based collision</h3>
<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#"><span class="hljs-function"><span class="hljs-keyword">private</span> <span class="hljs-keyword">void</span> <span class="hljs-title">OnTriggerEnter2D</span>(<span class="hljs-params">Collider2D other</span>)</span>
{
<span class="hljs-keyword">if</span>(other.gameObject.tag == <span class="hljs-string">"Collectible"</span>)
{
Destroy(other.gameObject);
}
</code></pre>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="23" data-marpit-fragments="9" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="23" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="28">
<h2 id="layers">Layers</h2>
<ul>
<li data-marpit-fragment="1"><a href="https://docs.unity3d.com/Manual/Layers.html">Manual: Layers</a></li>
<li data-marpit-fragment="2">Layers allow you to separate GameObjects in you scene through UI or scripting</li>
<li data-marpit-fragment="3">Some layers: Default, Ignore Raycast, Custom...</li>
<li data-marpit-fragment="4">To make Camera ignore some layers:
<ul>
<li data-marpit-fragment="5"><em>Inspector > Camera > Culling Mask > Layers</em></li>
</ul>
</li>
<li data-marpit-fragment="6">To make Viewport ignore some layers:
<ul>
<li data-marpit-fragment="7">Top right: <em>Layers</em> dropdown</li>
</ul>
</li>
<li data-marpit-fragment="8">Layers can be used for selective collision detection
<ul>
<li data-marpit-fragment="9"><a href="https://docs.unity3d.com/Manual/LayerBasedCollision.html">Manual: Layer-based collision detection</a></li>
</ul>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="24" data-marpit-fragments="6" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="24" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="28">
<h3 id="layer-based-collision-detection">Layer-based collision detection</h3>
<ul>
<li data-marpit-fragment="1">To make Player and Enemies collide with walls, but not with each other:
<ul>
<li data-marpit-fragment="2">Set Player layer to <em>Player</em></li>
<li data-marpit-fragment="3">Set Enemy layer to <em>Enemies</em></li>
<li data-marpit-fragment="4">Set Walls layer to <em>Walls</em></li>
<li data-marpit-fragment="5">Open <em>Edit > Project preferences > Physics(2D) > Layer Collision Matrix</em></li>
<li data-marpit-fragment="6">Disable collision between <em>Enemies</em> and <em>Player</em>:<br />
<img src="imgs/layer-collision.png" alt="" /></li>
</ul>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="25" data-marpit-fragments="3" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="25" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="28">
<h3 id="sorting-layers">Sorting layers</h3>
<ul>
<li data-marpit-fragment="1">For sorting 2D sprites
<ul>
<li data-marpit-fragment="2">"which goes on top of which"</li>
<li data-marpit-fragment="3">act kind of like Photoshop layers</li>
</ul>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="26" data-marpit-fragments="9" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="26" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="28">
<h2 id="about-script-reusability">About script reusability</h2>
<ul>
<li data-marpit-fragment="1">two extreme approaches to scripting GameObjects
<ul>
<li data-marpit-fragment="2">a) One script per GameObject
<ul>
<li data-marpit-fragment="3">can make files bloated</li>
</ul>
</li>
<li data-marpit-fragment="4">b) One script per functionality
<ul>
<li data-marpit-fragment="5">possibly reusable code!</li>
<li data-marpit-fragment="6">possibly more confusing</li>
<li data-marpit-fragment="7">can take more time</li>
</ul>
</li>
</ul>
</li>
<li data-marpit-fragment="8">My way: First put everything in one script until some functionality grows enough
<ul>
<li data-marpit-fragment="9">Then, separate into its own script</li>
</ul>
</li>
</ul>
</section>
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<h2 id="exercise-2-available-on-switch">Exercise 2. Available on switch</h2>
<p>Create a Scene with following GameObjects:</p>
<ul>
<li>Three <em><strong>light source</strong></em> GameObjects
<ul>
<li>render the light bulb as well (it can be a sphere for instance)</li>
</ul>
</li>
<li><img class="emoji" draggable="false" alt="⭐" src="https://cdn.jsdelivr.net/gh/jdecked/[email protected]/assets/svg/2b50.svg" data-marp-twemoji=""/> A cube that acts as a <em><strong>light switch</strong></em> (turns on/off the lights, but bulbs are seen)</li>
<li><img class="emoji" draggable="false" alt="⭐" src="https://cdn.jsdelivr.net/gh/jdecked/[email protected]/assets/svg/2b50.svg" data-marp-twemoji=""/><img class="emoji" draggable="false" alt="⭐" src="https://cdn.jsdelivr.net/gh/jdecked/[email protected]/assets/svg/2b50.svg" data-marp-twemoji=""/> A cube that acts as a <em><strong>kill switch</strong></em> that destroys the lights</li>
<li><img class="emoji" draggable="false" alt="⭐" src="https://cdn.jsdelivr.net/gh/jdecked/[email protected]/assets/svg/2b50.svg" data-marp-twemoji=""/><img class="emoji" draggable="false" alt="⭐" src="https://cdn.jsdelivr.net/gh/jdecked/[email protected]/assets/svg/2b50.svg" data-marp-twemoji=""/><img class="emoji" draggable="false" alt="⭐" src="https://cdn.jsdelivr.net/gh/jdecked/[email protected]/assets/svg/2b50.svg" data-marp-twemoji=""/> A cube that acts as a <em><strong>create switch</strong></em> that creates new lights if they were destroyed</li>
</ul>
<p><em><strong>Spoiler:</strong></em> For a click response, you can use this method:</p>
<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#"><span class="hljs-function"><span class="hljs-keyword">void</span> <span class="hljs-title">OnMouseOver</span>()</span> {
<span class="hljs-keyword">if</span> (Input.GetMouseButtonDown(<span class="hljs-number">0</span>) {
<span class="hljs-comment">// Do stuff</span>
}
}
</code></pre>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="28" data-marpit-fragments="1" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="28" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="28">
<h2 id="reading">Reading</h2>
<ul>
<li data-marpit-fragment="1"><a href="https://stackoverflow.com/questions/44540747/what-is-the-difference-between-component-behaviour-and-monobehaviour-and-why-t">Stack Overflow: Component vs Behaviour vs Monobehaviour</a></li>
</ul>
</section>
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