Unity (Part 1)

For full details please visit: http://docs.unity3d.com/Manual/index.html

You can install as many versions of Unity as you like on the same computer. Don’t worry about making the wrong choice though, you can swap between 2D or 3D mode at any time regardless of the mode you set when you created your project.

If you’re making a game Orthographic 3D view, you should also use the editor in 3D mode, because even though there is no perspective, you will still be working with 3D models and assets.

Asset packages are pre-made content such as images, styles, lighting effects, and in-game character controls, among many other useful game creating tools and content.

To open a Unity project, there is no specific Unity project file that you select. A Unity project is a collection of files, so you need to tell the Unity editor to open a folder, rather than a specific file.

An asset is representation of any item that can be used in your game or project. An asset may come from a file created outside of Unity, such as a 3D model, an audio file, an image, or any of the other types of file that Unity supports.

The items you see in your Project window represent (in most cases) actual files on your computer, and if you delete them within Unity, you are deleting them from your computer too.

The simplest way to safely move or rename your assets is to always do it from within Unity’s project folder. This way, Unity will automatically move or rename the corresponding meta file.

The Unity Asset Store is home to a growing library of free and commercial assets created both by Unity Technologies and also members of the community.

It is not good practice to remove files from packages and then replace them with the same name: Unity will recognize them as different and possibly conflicting files and so display a warning symbol when they are imported. If you have removed a file and then decide to replace it, it is better to give it a different, but related name to the original.

Adding multiple labels will narrow the search to items that have all the specified labels (ie, labels are ANDed).

Searching in Asset Store


If you select a GameObject in the hierarchy, then move the mouse over the scene view and press F, the view will move so as to center on the object.

This feature is referred to as ‘Frame Selected’ under the ‘Edit’ menu. However if you would like to lock the view to the object even when the object is moving then press Shift+F, this feature is referred to as ‘Lock View to Selected’ under the ‘Edit’ menu.

Translate, Rotate, and Scale

Gizmo Display Toggles


Vertex Snapping
Press and hold the V key to activate the vertex snapping mode.
Sample: https://www.youtube.com/watch?v=9lRux_rvfLU

Effects Button and Menu


Mesh selection

Scenes contain the objects of your game. They can be used to create a main menu, individual levels, and anything else. Think of each unique Scene file as a unique level. In each Scene, you will place your environments, obstacles, and decorations, essentially designing and building your game in pieces.

The Transform Component is critical to all GameObjects, so each GameObject has one.
But GameObjects can contain other Components as well.

Rigidbodies, Colliders, Particles, and Audio are all different Components (or combinations of Components) that can be added to any given GameObject.

Rigid Body

The Rigidbody controls the Transform through the NVIDIA PhysX physics engine, and the Collider allows the Rigidbody to collide and interact with other Colliders.

When you exit Play Mode, your properties will revert to their pre-Play Mode values, so you don’t lose any work. This workflow gives you incredible power to experiment, adjust, and refine your gameplay without investing a lot of time in iteration cycles. Try it out with any property in Play Mode. We think you’ll be impressed.

You can’t determine whether or not a child object is currently active in the scene by reading its activeSelf property. Instead, you should use the
activeInHierarchy property, which takes the overriding effect of the parent into account.

A Tag is a word which you link to one or more GameObjects. For instance, you might define “Player” and “Enemy”.


A GameObject can only have one Tag assigned to it.

Generally, you want all instances of a particular object to have the same properties, so when you edit one object in the scene, you would prefer not to have to make the same edit repeatedly to all the copies.

This means that when you do a “Save Scene”, everything is saved.

Using “Save Project” does not save changes to your Scene, only the project-wide changes are saved. You may want to, for instance, save your project but not changes to your scene if you have used a temporary scene to make some changes to a prefab.

Any of these options can be achieved with a single call to Instantiate(), you just have to hook it up to the right prefab and you’re set!

Cloning and getting component properties and transferring them into newly cloned object.

Every project has the following default input axes when it’s created:
Horizontal and Vertical are mapped to w, a, s, d and the arrow keys.
Fire1, Fire2, Fire3 are mapped to Control, Option (Alt), and Command, respectively.
Mouse X and Mouse Y are mapped to the delta of mouse movement.
Window Shake X and Window Shake Y is mapped to the movement of the window.

Input and transform rotate

Car Controller, Game Objects

FixedUpdate and Update

Camera Follow


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