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Unity Cheat Sheet

Table of Contents

Basics

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;
Awake()
Start()
Update()
FixedUpdate()
LateUpdate()
OnGUI()
OnEnable()
OnDisable()
// 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 = 0;
// 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

// 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;

Movement & Rotation

Move Object

Transform.Translate()

// 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);

Vector3.MoveTowards()

// 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);

Vector3.Lerp()

// 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);

Vector3.SmoothDamp()

// 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);

Rotate Object

Transform.rotation

// 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

// 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);

Transform.Rotate()

// 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);

Transform.RotateAround()

// Rotates the transform about axis passing through point in world coordinates by angle degrees.
public void RotateAround(Vector3 point, Vector3 axis, float angle);

// Spin the object around the target at 20 degrees/second.
Transform target;
transform.RotateAround(target.position, Vector3.up, 20 * Time.deltaTime);

Transform.LookAt()

// 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);

Quaternion.LookRotation()

// 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;

Quaternion.FromToRotation()

// 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);

Quaternion.ToAngleAxis()

// 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);

Physics

Raycast

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");
    }
}

IgnoreCollision

// Makes the collision detection system ignore all collisions between collider1 and collider2.
public static void IgnoreCollision(Collider collider1, Collider collider2, bool ignore = true);

// Here we're disabling the collision detection between the colliders of ally and bullet objects.
Transform bullet;
Transform ally;
Physics.IgnoreCollision(bullet.GetComponent<Collider>(), ally.GetComponent<Collider>());

Input

Keyboard

// 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");
}

Mouse

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.");
}

Touch

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");
    }
}

UI

Button

// Button is used to handle user clicks and interactions.
// Attach this script to a Button component to respond to button clicks.

using UnityEngine.UI;

Button myButton = GetComponent<Button>();
myButton.onClick.AddListener(MyButtonClickHandler);

void MyButtonClickHandler() {
    Debug.Log("Button Clicked!");
}

Slider

// Slider is used for selecting a value within a range.
// Attach this script to a Slider component to respond to value changes.

using UnityEngine.UI;

Slider mySlider = GetComponent<Slider>();
mySlider.onValueChanged.AddListener(MySliderValueChangedHandler);

void MySliderValueChangedHandler(float value) {
    Debug.Log("Slider Value: " + value);
}

Audio

Basic Audio Play

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();
    }
}

Scripting

Coroutines

Coroutines in Unity are a powerful feature that allows you to pause the execution of a function and resume it later. This is particularly useful for tasks that need to be spread over several frames, such as animations, waiting for a condition to be met, or handling asynchronous operations.

Basic Coroutine Example

using UnityEngine;
using System.Collections;

public class CoroutineExample : MonoBehaviour {
    void Start() {
        // Start the coroutine
        StartCoroutine(ExampleCoroutine());
    }

    IEnumerator ExampleCoroutine() {
        Debug.Log("Coroutine started");

        // Wait for 2 seconds
        yield return new WaitForSeconds(2);

        Debug.Log("Coroutine resumed after 2 seconds");
    }
}

Using Coroutines for Repeated Actions

Coroutines can be used to perform repeated actions with a delay between each iteration.

IEnumerator RepeatActionCoroutine() {
    while (true) {
        Debug.Log("Action performed");
        
        // Wait for 1 second before repeating
        yield return new WaitForSeconds(1);
    }
}

// Start the coroutine
StartCoroutine(RepeatActionCoroutine());

Waiting for a Condition

Coroutines can also wait for a condition to be true before continuing execution.

IEnumerator WaitForConditionCoroutine() {
    Debug.Log("Waiting for condition...");

    // Wait until the condition is met
    yield return new WaitUntil(() => SomeConditionIsTrue());

    Debug.Log("Condition met, resuming coroutine");
}

bool SomeConditionIsTrue() {
    // Replace with your actual condition
    return Time.time > 5;
}

// Start the coroutine
StartCoroutine(WaitForConditionCoroutine());

Using Coroutines with Unity Events

Coroutines can be used to handle events over time, such as fading out a UI element.

IEnumerator FadeOutCoroutine(CanvasGroup canvasGroup, float duration) {
    float startAlpha = canvasGroup.alpha;
    float rate = 1.0f / duration;
    float progress = 0.0f;

    while (progress < 1.0f) {
        canvasGroup.alpha = Mathf.Lerp(startAlpha, 0, progress);
        progress += rate * Time.deltaTime;

        yield return null; // Wait for the next frame
    }

    canvasGroup.alpha = 0;
}

// Usage
CanvasGroup myCanvasGroup = GetComponent<CanvasGroup>();
StartCoroutine(FadeOutCoroutine(myCanvasGroup, 2.0f));

Stopping Coroutines

You can stop a coroutine using StopCoroutine() or StopAllCoroutines().

Coroutine myCoroutine;

void Start() {
    myCoroutine = StartCoroutine(ExampleCoroutine());
}

void StopMyCoroutine() {
    if (myCoroutine != null) {
        StopCoroutine(myCoroutine);
    }
}

void StopAllMyCoroutines() {
    StopAllCoroutines();
}

Important Notes

  • Coroutines are not threads. They run on the main thread and are subject to the same performance constraints.
  • Use yield return null; to wait for the next frame.
  • Use yield return new WaitForSeconds(seconds); to wait for a specific amount of time.
  • Use yield return new WaitUntil(() => condition); to wait until a condition is true.
  • Coroutines can be nested, and you can yield return other coroutines.

Coroutines are a versatile tool in Unity for managing time-based operations and can greatly simplify your code when dealing with asynchronous tasks.

Scriptable Objects

// ScriptableObjects are data containers that you can use to save large amounts of data, independent of class instances.
[CreateAssetMenu(fileName = "NewData", menuName = "ScriptableObjects/Data")]
public class Data : ScriptableObject {
    public string dataName;
    public int dataValue;
}

// Usage
Data myData = ScriptableObject.CreateInstance<Data>();

Event Systems

// UnityEvent is a way to create events that can be subscribed to in the Unity Editor.
using UnityEngine.Events;

public class EventExample : MonoBehaviour {
    public UnityEvent myEvent;

    void Start() {
        if (myEvent != null) {
            myEvent.Invoke();
        }
    }
}

Custom Editor Scripts

// Custom Editor scripts allow you to create custom inspectors and windows in the Unity Editor.
using UnityEditor;
using UnityEngine;

[CustomEditor(typeof(MyComponent))]
public class MyComponentEditor : Editor {
    public override void OnInspectorGUI() {
        DrawDefaultInspector();

        MyComponent myComponent = (MyComponent)target;
        if (GUILayout.Button("Do Something")) {
            myComponent.DoSomething();
        }
    }
}

Delegates and Events

// Delegates are type-safe function pointers, and events are a way to broadcast messages to multiple listeners.
public delegate void MyDelegate(string message);

public class DelegateExample {
    public event MyDelegate OnMessageReceived;

    public void SendMessage(string message) {
        if (OnMessageReceived != null) {
            OnMessageReceived(message);
        }
    }
}

// Usage
DelegateExample example = new DelegateExample();
example.OnMessageReceived += (msg) => Debug.Log(msg);
example.SendMessage("Hello, World!");

Design Patterns

Singleton

// Define singleton class
public class SingletonClass: MonoBehaviour {
    private static SingletonClass instance;

    public static SingletonClass Instance { get { return instance; } }

    private void Awake() {
        if (instance != null && instance != this) {
            Destroy(this.gameObject);
        } else {
            instance = this;
        }
    }

    private void SomeFunction() {
    }
}

// Use it in another class
public class AnotherClass: MonoBehaviour {

    private void Awake() {
       SingletonClass.Instance.SomeFunction();
    }
}

Factory Pattern

// Interface for the enemy
public interface IEnemy {
    void Attack();
    void TakeDamage(int damage);
}

// Concrete implementation of the enemy: Goblin
public class Goblin : IEnemy {
    public void Attack() => Debug.Log("Goblin attacking!");
    public void TakeDamage(int damage) => Debug.Log($"Goblin taking {damage} damage.");
}

// Concrete implementation of the enemy: Orc
public class Orc : IEnemy {
    public void Attack() => Debug.Log("Orc attacking!");
    public void TakeDamage(int damage) => Debug.Log($"Orc taking {damage} damage.");
}

// Factory interface for creating enemies
public interface IEnemyFactory {
    IEnemy CreateEnemy();
}

// Concrete implementation of the factory: GoblinFactory
public class GoblinFactory : IEnemyFactory {
    public IEnemy CreateEnemy() => new Goblin();
}

// Concrete implementation of the factory: OrcFactory
public class OrcFactory : IEnemyFactory {
    public IEnemy CreateEnemy() => new Orc();
}

// Client class using the factory to create and interact with enemies
public class GameManager : MonoBehaviour {
    private void Start() {
        InteractWithEnemy(new GoblinFactory());
        InteractWithEnemy(new OrcFactory());

        // You can introduce new concrete implementations of IEnemy
        // without modifying existing client code
        // adhering to the open/closed principle of SOLID design 
    }

    private void InteractWithEnemy(IEnemyFactory factory) {
        IEnemy enemy = factory.CreateEnemy();

        // Consistent interaction regardless of the enemy type
        enemy.Attack();
        enemy.TakeDamage(20);
    }
}

Observer Pattern

// Observer interface
public interface IObserver {
    void UpdateObserver(string message);
}

// Concrete implementation of the observer
public class ConcreteObserver : IObserver {
    private string name;

    public ConcreteObserver(string name) {
        this.name = name;
    }

    public void UpdateObserver(string message) {
        Debug.Log($"{name} received message: {message}");
    }
}

// Subject class
public class Subject {
    private List<IObserver> observers = new List<IObserver>();

    public void AddObserver(IObserver observer) {
        observers.Add(observer);
    }

    public void RemoveObserver(IObserver observer) {
        observers.Remove(observer);
    }

    public void NotifyObservers(string message) {
        foreach (var observer in observers) {
            observer.UpdateObserver(message);
        }
    }
}

// Example of usage
public class ObserverExample : MonoBehaviour {
    private void Start() {
        Subject subject = new Subject();

        ConcreteObserver observer1 = new ConcreteObserver("Observer 1");
        ConcreteObserver observer2 = new ConcreteObserver("Observer 2");

        subject.AddObserver(observer1);
        subject.AddObserver(observer2);

        // Notify all observers
        subject.NotifyObservers("Hello Observers!");
    }
}

Command Pattern

// Command interface
public interface ICommand {
    void Execute();
}

// Concrete command classes
public class MoveCommand : ICommand {
    private Transform transform;
    private Vector3 direction;
    private float distance;

    public MoveCommand(Transform transform, Vector3 direction, float distance) {
        this.transform = transform;
        this.direction = direction;
        this.distance = distance;
    }

    public void Execute() {
        transform.Translate(direction * distance);
    }
}

// Invoker class
public class CommandInvoker {
    private Stack<ICommand> commandStack = new Stack<ICommand>();

    public void ExecuteCommand(ICommand command) {
        commandStack.Push(command);
        command.Execute();
    }

    public void Undo() {
        if (commandStack.Count > 0) {
            var command = commandStack.Pop();
            // Implement an undo method if necessary
        }
    }
}

// Usage
public class CommandUser : MonoBehaviour {
    private CommandInvoker invoker = new CommandInvoker();

    void Update() {
        if (Input.GetKeyDown(KeyCode.UpArrow)) {
            ICommand moveUp = new MoveCommand(transform, Vector3.up, 1.0f);
            invoker.ExecuteCommand(moveUp);
        }

        // Add other directions and invoker.Undo() for undos
    }
}

State Pattern

// State interface
public interface IState {
    void Enter();
    void Execute();
    void Exit();
}

// Concrete state classes
public class IdleState : IState {
    private readonly StateMachine stateMachine;

    public IdleState(StateMachine stateMachine) {
        this.stateMachine = stateMachine;
    }

    public void Enter() {
        Debug.Log("Entered Idle State");
    }

    public void Execute() {
        Debug.Log("Executing Idle State");
    }

    public void Exit() {
        Debug.Log("Exited Idle State");
    }
}

public class MoveState : IState {
    private readonly StateMachine stateMachine;

    public MoveState(StateMachine stateMachine) {
        this.stateMachine = stateMachine;
    }

    public void Enter() {
        Debug.Log("Entered Move State");
    }

    public void Execute() {
        Debug.Log("Executing Move State");
    }

    public void Exit() {
        Debug.Log("Exited Move State");
    }
}

// StateMachine class
public class StateMachine {
    private IState currentState;

    public void ChangeState(IState newState) {
        if (currentState != null) {
            currentState.Exit();
        }
        currentState = newState;
        currentState.Enter();
    }

    public void Update() {
        if (currentState != null) {
            currentState.Execute();
        }
    }
}

// Character class that uses the StateMachine
public class Character : MonoBehaviour {
    private StateMachine stateMachine;

    private void Start() {
        stateMachine = new StateMachine();
        stateMachine.ChangeState(new IdleState(stateMachine));
    }

    private void Update() {
        stateMachine.Update();

        // Example state transitions based on conditions
        if (Input.GetKeyDown(KeyCode.Space)) {
            stateMachine.ChangeState(new MoveState(stateMachine));
        }
    }
}

Strategy Pattern

// Strategy interface
public interface IAttackStrategy {
    void Attack(Transform attacker, Transform target);
}

// Concrete strategy classes
public class MeleeAttackStrategy : IAttackStrategy {
    public void Attack(Transform attacker, Transform target) {
        float meleeRange = 2f;
        if (Vector3.Distance(attacker.position, target.position) <= meleeRange) {
            Debug.Log("Performing melee attack!");
            // Implement melee attack logic here
        } else {
            Debug.Log("Target is too far for melee attack");
        }
    }
}

public class RangedAttackStrategy : IAttackStrategy {
    public void Attack(Transform attacker, Transform target) {
        Debug.Log("Performing ranged attack!");
        // Implement ranged attack logic here, e.g., instantiate a projectile
    }
}

public class AreaOfEffectAttackStrategy : IAttackStrategy {
    public void Attack(Transform attacker, Transform target) {
        Debug.Log("Performing area of effect attack!");
        // Implement AoE attack logic here, e.g., create an explosion effect
    }
}

// Context class that uses the strategy
public class Character : MonoBehaviour {
    private IAttackStrategy attackStrategy;
    public Transform target;

    public void SetAttackStrategy(IAttackStrategy strategy) {
        attackStrategy = strategy;
    }

    public void PerformAttack() {
        if (attackStrategy != null && target != null) {
            attackStrategy.Attack(transform, target);
        }
    }
}

// Usage example
public class GameManager : MonoBehaviour {
    public Character character;

    private void Start() {
        character.SetAttackStrategy(new MeleeAttackStrategy());
    }

    private void Update() {
        if (Input.GetKeyDown(KeyCode.M)) {
            character.SetAttackStrategy(new MeleeAttackStrategy());
        }
        else if (Input.GetKeyDown(KeyCode.R)) {
            character.SetAttackStrategy(new RangedAttackStrategy());
        }
        else if (Input.GetKeyDown(KeyCode.A)) {
            character.SetAttackStrategy(new AreaOfEffectAttackStrategy());
        }

        if (Input.GetKeyDown(KeyCode.Space)) {
            character.PerformAttack();
        }
    }
}

Object Pooling Pattern

using System.Collections.Generic;
using UnityEngine;

public class ObjectPool : MonoBehaviour
{
    [System.Serializable]
    public class Pool
    {
        public string tag;
        public GameObject prefab;
        public int size;
    }

    public List<Pool> pools;
    public Dictionary<string, Queue<GameObject>> poolDictionary;

    private void Start()
    {
        poolDictionary = new Dictionary<string, Queue<GameObject>>();

        foreach (Pool pool in pools)
        {
            Queue<GameObject> objectPool = new Queue<GameObject>();

            for (int i = 0; i < pool.size; i++)
            {
                GameObject obj = Instantiate(pool.prefab);
                obj.SetActive(false);
                objectPool.Enqueue(obj);
            }

            poolDictionary.Add(pool.tag, objectPool);
        }
    }

    public GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation)
    {
        if (!poolDictionary.ContainsKey(tag))
        {
            Debug.LogWarning("Pool with tag " + tag + " doesn't exist.");
            return null;
        }

        GameObject objectToSpawn = poolDictionary[tag].Dequeue();

        objectToSpawn.SetActive(true);
        objectToSpawn.transform.position = position;
        objectToSpawn.transform.rotation = rotation;

        poolDictionary[tag].Enqueue(objectToSpawn);

        return objectToSpawn;
    }
}

// Usage example
public class GameManager : MonoBehaviour
{
    public ObjectPool objectPool;

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            objectPool.SpawnFromPool("Bullet", transform.position, Quaternion.identity);
        }
    }
}

Practical Use Cases

Check if object is on the ground

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!");
}

Get the transform of a Body Bone

Animator animator;

Transform transform = animator.GetBoneTransform(HumanBodyBones.Head);

Make object look at the camera

var camPosition = Camera.main.transform.position;

transform.rotation = Quaternion.LookRotation(transform.position - camPosition);

Load next scene

var nextSceneToLoad = SceneManager.GetActiveScene().buildIndex + 1;
var totalSceneCount = SceneManager.sceneCountInBuildSettings;

if (nextSceneToLoad < totalSceneCount) {
  SceneManager.LoadScene(nextSceneToLoad);
}