MonoBehaviour Life Cycle Flow Chart
// MonoBehaviour is the base class from which every Unity script derives.
// Offers some life cycle functions that are easier for you to develop your game.
// Some of the most frequently used ones are as follows;
// These will only run if the GameObject is enabled
// Gets called once when the gameobject is enabled and never again. Good for setting variables.
Awake()
// Gets called once when the script is first enabled and never agai.
Start()
// Gets called in every frame (Limit using these)
Update()
// Gets called multiple times during a frame. Used with physics (Adding force to rigidbody etc)
FixedUpdate()
// Gets called in every frame but after Update() and before the camera renders.
LateUpdate()
// Gets called every frame for rendering and handling GUI events
OnGUI()
// Gets called everytime you use SetActive(false) on the script
OnDisable()
// Gets called everytime you use SetActive(true) on the script and before Start()
OnEnable()
// These are in Events > lifecycles;
// Every object in a Scene has a Transform.
// It's used to store and manipulate the position, rotation and scale of the object.
transform.position.x = 5;
// Vector3 is representation of 3D vectors and points
// It's used to represent 3D positions,considering x,y & z axis.
Vector3 v = new Vector3(0f, 0f, 0f);
// A Quaternion stores the rotation of the Transform in world space.
// Quaternions are based on complex numbers and don't suffer from gimbal lock.
// Unity internally uses Quaternions to represent all rotations.
// You almost never access or modify individual Quaternion components (x,y,z,w);
// A rotation 30 degrees around the y-axis
Quaternion rotation = Quaternion.Euler(0, 30, 0);
// Euler angles are "degree angles" like 90, 180, 45, 30 degrees.
// Quaternions differ from Euler angles in that they represent a point on a Unit Sphere (the radius is 1 unit).
// Create a quaternion that represents 30 degrees about X, 10 degrees about Y
Quaternion rotation = Quaternion.Euler(30, 10, 0);
// Using a Vector
Vector3 EulerRotation = new Vector3(30, 10, 0);
Quaternion rotation = Quaternion.Euler(EulerRotation);
// Convert a transform's Quaternion angles to Euler angles
Quaternion quaternionAngles = transform.rotation;
Vector3 eulerAngles = quaternionAngles.eulerAngles;
// Moves the transform in the direction and distance of translation.
public void Translate(Vector3 translation);
public void Translate(Vector3 translation, Space relativeTo = Space.Self);
transform.Translate(Vector3.right * movementSpeed);
// Calculate a position between the points specified by current and target
// Moving no farther than the distance specified by maxDistanceDelta
public static Vector3 MoveTowards(Vector3 current, Vector3 target, float maxDistanceDelta);
Vector3 targetPosition;
transform.position = Vector3.MoveTowards(transform.position, targetPosition, Time.deltaTime);
// Linearly interpolates between two points. Results in a smooth transition.
public static Vector3 Lerp(Vector3 startValue, Vector3 endValue, float interpolationRatio);
Vector3 targetPosition;
float t = 0;
t += Time.deltaTime * speed;
transform.position = Vector3.Lerp(transform.position, targetPosition, t);
// Gradually changes a vector towards a desired goal over time.
// The vector is smoothed by some spring-damper like function, which will never overshoot.
// The most common use is for smoothing a follow camera.
public static Vector3 SmoothDamp(Vector3 current, Vector3 target, ref Vector3 currentVelocity, float smoothTime, float maxSpeed = Mathf.Infinity, float deltaTime = Time.deltaTime);
float smoothTime = 1f;
Vector3 velocity;
Vector3 targetPosition = target.TransformPoint(new Vector3(0, 5, -10));
// Smoothly move the camera towards that target position
transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, smoothTime);
// A Quaternion stores the rotation of the Transform in world space.
// Quaternions are based on complex numbers and don't suffer from gimbal lock.
// Unity internally uses Quaternions to represent all rotations.
transform.rotation = new Quaternion(rotx, roty, rotz, rotw);
// Transform.eulerAngles represents rotation in world space.
// It is important to understand that although you are providing X, Y, and Z rotation values to describe your rotation
// those values are not stored in the rotation. Instead, the X, Y & Z values are converted to the Quaternion's internal format.
transform.eulerAngles = Vector3(rotx, roty, rotz);
// Applies rotation around all the given axes.
public void Rotate(Vector3 eulers, Space relativeTo = Space.Self);
public void Rotate(float xAngle, float yAngle, float zAngle, Space relativeTo = Space.Self);
transform.Rotate(rotx, roty, rotz);
// Points the positive 'Z' (forward) side of an object at a position in world space.
public void LookAt(Transform target);
public void LookAt(Transform target, Vector3 worldUp = Vector3.up);
// Rotate the object's forward vector to point at the target Transform.
Transform target;
transform.LookAt(target);
// Same as above, but setting the worldUp parameter to Vector3.left in this example turns the object on its side.
transform.LookAt(target, Vector3.left);
// Creates a rotation with the specified forward and upwards directions.
public static Quaternion LookRotation(Vector3 forward, Vector3 upwards = Vector3.up);
// The following code rotates the object towards a target object.
Vector3 direction = target.position - transform.position;
Quaternion rotation = Quaternion.LookRotation(direction);
transform.rotation = rotation;
// Creates a rotation (a Quaternion) which rotates from fromDirection to toDirection.
public static Quaternion FromToRotation(Vector3 fromDirection, Vector3 toDirection);
// Sets the rotation so that the transform's y-axis goes along the z-axis.
transform.rotation = Quaternion.FromToRotation(Vector3.up, transform.forward);
// Converts a rotation to angle-axis representation (angles in degrees).
// In other words, extracts the angle as well as the axis that this quaternion represents.
public void ToAngleAxis(out float angle, out Vector3 axis);
// Extracts the angle - axis rotation from the transform rotation
float angle = 0.0f;
Vector3 axis = Vector3.zero;
transform.rotation.ToAngleAxis(out angle, out axis);
void FixedUpdate() {
// Bit shift the index of the layer (8) to get a bit mask
int layerMask = 1 << 8;
// This would cast rays only against colliders in layer 8.
// But instead we want to collide against everything except layer 8. The ~ operator does this, it inverts a bitmask.
layerMask = ~layerMask;
RaycastHit hit;
// Does the ray intersect any objects excluding the player layer
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, Mathf.Infinity, layerMask)) {
Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * hit.distance, Color.yellow);
Debug.Log("Did Hit");
}
}
// Returns true during the frame the user starts pressing down the key
if (Input.GetKeyDown(KeyCode.Space)) {
Debug.Log("Space key was pressed");
}
// Jump is also set to space in Input Manager
if (Input.GetButtonDown("Jump")) {
Debug.Log("Do something");
}
if (Input.GetAxis("Mouse X") < 0) {
Debug.Log("Mouse moved left");
}
if (Input.GetAxis("Mouse Y") > 0) {
Debug.Log("Mouse moved up");
}
if (Input.GetMouseButtonDown(0)) {
Debug.Log("Pressed primary button.");
}
if (Input.GetMouseButtonDown(1)) {
Debug.Log("Pressed secondary button.");
}
if (Input.GetMouseButtonDown(2)) {
Debug.Log("Pressed middle click.");
}
if (Input.touchCount > 0) {
touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Began) {
Debug.Log("Touch began");
}
if (touch.phase == TouchPhase.Moved) {
Debug.Log("Touch moves");
}
if (touch.phase == TouchPhase.Ended) {
Debug.Log("Touch ended");
}
}
public class PlayAudio : MonoBehaviour {
public AudioSource audioSource;
void Start() {
// Calling Play on an Audio Source that is already playing will make it start from the beginning
audioSource.Play();
}
}
// Define singleton class
public class SingletonClass: MonoBehaviour {
private static SomeClass instance;
public static SomeClass Instance { get { return instance; } }
private void Awake() {
if (instance != null && instance != this) {
Destroy(this.gameObject);
} else {
instance = this;
}
}
}
// Use it in another class
public class AnotherClass: MonoBehaviour {
public Singleton instance;
private void Awake() {
instance = Singleton.Instance;
}
}
RaycastHit hit;
// Unlike this example, most of the time you should pass a layerMask as the last option to hit only to the ground
if (Physics.Raycast(transform.position, -Vector3.up, out hit, 0.5f)) {
Debug.log("Hit something below!");
}
Animator animator;
Transform transform = animator.GetBoneTransform(HumanBodyBones.Head);
In an attempt to allow reusability and avoid hard coded links.
This can be slow and should be avoided. It is also not very reusable unless the object is always going to be called that.
GameObject.Find("Player");
Use this instead:
Not as bad as a GameObject.Find. But should still be avoided
transform.FindChild("Child");
Don't forget to tag
var books = GameObject.FindGameObjectsWithTag("Book");
foreach (var book in books)
{
Debug.Log("Found book titled: " + book.name);
}
Attach this to the Normcore VR Player Prefab, to only be seen as a representation of another and not self.
- List - an ordered collection of objects
- Dictionary - a key-value pair collection that allows looking up values based on keys
- HashSet - an unordered collection of objects