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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

Component interactions

We've seen the anatomy of a GameObject as a collection of components and nothing more. This raises logistical issues about how components should interact and communicate with each other. Each component is effectively implemented as a self-contained script file, separate from any other component, yet a component must often interact with others. Specifically, you'll often need to access variables and call functions on other components on the same GameObject, and you might even need to do this on every frame. This section explores such intercomponent communication.

One way to call functions on other components is to use SendMessage and BroadcastMessage, as shown in Chapter 1, Unity C# Refresher. These functions are type agnostic. Specifically, they're functions we might call anywhere in the script to invoke methods by names on all other components attached to the same object, regardless of their type. These functions don't care about the component...

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