Core Game Design Concepts Flashcards
The editor window is split up into a couple of sections :
Game View: Previews how the player will see the scene from the camera
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Inspector: Provide details on the selected GameObject in the scene.
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Assets / Project: All prefabs, textures, models, scripts etc are stored here
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Hierarchy: Enables nesting and structuring of GameObjects within the scene
GameObjects :
GameObjects are the core building block of everything in the Unity games engine
Key Built-in Components
I think it’s time for a few examples of the built in components provided by the Unity Games engine :
MeshRender: Allows you to assign materials to a 3D Mesh
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[Box | Mesh]Collider: Enables detection of GameObject during collisions
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Rigidbody: Enables realistic physic simulation to act on GameObjects with 3d Meshes and will be
trigger detection events on box colliders
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Light: Illuminates portions of your scene
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Camera: Defines the player viewport to be attached to a GameObject Various UI
Canvas Components for displaying GUIs
All components inherit from the MonoBehaviour Class. It includes several standard methods,
most importantly:
void Start() which is called whenever an object containing the script is instantiated in the scene.
This is useful anytime we want to perform some initialisation code, eg. set a player’s equipment
after they spawn into a match.
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void Update() which is called every frame. This is where the bulk of code involving user input
will go, updating various properties such as the motion of the player in the scene.
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Once we have user input we want GameObjects within our scene to respond.
There are several types of responses we may consider:
- Translation, Rotation, Scale
- Create new GameObjects
- Sending messages to existing GameObjects / components