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Mastering Unity Scripting

You're reading from   Mastering Unity Scripting Learn advanced C# tips and techniques to make professional-grade games with Unity

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Product type Paperback
Published in Jan 2015
Publisher
ISBN-13 9781784390655
Length 380 pages
Edition 1st Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (12) Chapters Close

Preface 1. Unity C# Refresher FREE CHAPTER 2. Debugging 3. Singletons, Statics, GameObjects, and the World 4. Event-driven Programming 5. Cameras, Rendering, and Scenes 6. Working with Mono 7. Artificial Intelligence 8. Customizing the Unity Editor 9. Working with Textures, Models, and 2D 10. Source Control and Other Tips Index

The GameObject


The GameObject is, in many senses, the fundamental unit or entity inside a scene. It corresponds most naturally to what we'd call a thing in the everyday sense. It doesn't really matter what kind of context-specific behaviors or things you'll actually need inside your own games, because in all cases, you'll need GameObjects to implement them. GameObjects don't need to be visible to the gamer; they can be, and often are, invisible. Sounds, colliders, and manager classes are some examples of invisible GameObjects. On the other hand, many GameObjects will be visible: meshes, animated meshes, sprites, and so on. In all cases, however, whether visible or invisible, the GameObject is instantiated inside a scene as a collection of related components. A component is essentially a class derived from MonoBehaviour, and it can be attached to a GameObject in the scene to change its behavior. Every GameObject has at least one minimal component in common, and it's impossible to remove it...

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