#pragma strict
function Update () {
transform.Rotate(0,5 * Time.deltaTime,0);
Explaination : Game object will rotate 5 degrees per second along the y axis
#pragma strict
function Update () {
transform.Translate(5, 0, 0); }
Explanation: Game object will move along the X axis by 5 every frame
#pragma strict
function Update () {
transform.Translate(5* Time.deltaTime, 0, 0); }
Explanation: Game object will move along the X axis by 5 every second
function Update () {
transform.LookAt(targetGameObject); }
Explanation: Rotates the transform so the forward vector points at targets current
position
private var myDegrees = 100;
private var rota4onState = 1;
function Update () {
if (rota4onState == 1) {
transform.Rotate(0, myDegrees * Time.deltaTime, 0); } }
func4on OnMouseDown () {
if (rota4onState == 1) {
rota4onState = 0; }
else if (rota4onState == 0)
{ rota4onState = 1; }
}
Explanation: If rotationstate==1, rotate game object 100 degrees per second. When user
presses mouse button and state is =1 do nothing, if state is =0 execute transform.rotate
function
var dist = Vector3.Distance(transform.posi4on, other.posi4on);
Explanation: Returns distance from a to b
public var rocket: GameObject;
function Update () {
if(Input.GetKeyDown (KeyCode.Z) {
var rocketInstance: GameObject;
rocketInstance = Instantiate(rocket, transform.position, transform.rotation);
rocketInstance.rigidbody.AddForce(transform.forward * 5000);
Destroy(rocketInstance,1); }
}
Explanation: instantiate is used to clone objects, in this case when the user presses the Z
key the cloned rockets will be positioned and rotated and then force is added to fire the
rockets forward by a certain amount(5000).
Lighting
Don't Put Sweets Away
Directional- a light placed infinitely far away, it affects everything in the scene
Point - shines equally in all directions, affects everything within range
Spot- shines everywhere within a cone defined by spot angle and range.
Area- Shines in all directions to one side of a rectangular area of a plane.
Unity Physics
Speed
Can be thought of as the rate at which an object covers distance
Velocity
Speed and direction of an object
Acceleration
Change in speed over time
Force
Influence that cause an object to undergo change, either in its movement/ direction
Torque
The turning force of an object
Friction
The resistance that one surface of an object encounters when moving over another
Rigid Bodies
Physically simulated objects
Enable game objects to act under control or the law of physics
Colliders
Must be added alongside a rigid body to allow collisions to occur
If two rigid bodies bump into each other, the physics engine will not have to calculate a
collision unless both objects also have a collider attached
An invisible wireframe model/mesh that sits around the 3D object
Hinge Joint
Groups together two rigid bodies constraining them move like they are connected by a
hinge e.g. a door
Materials & textures
Material
The collection of properties added to a 3D object
Texture
An image that is repeated across the surface of the 3D geometry
Material Properties
Every Animal Deserves to Smile
Emissive
Self- illumination colour an object has
Ambient
The colour of an object where it is in shadow. This colour is what reflects when illuminated
by ambient light rather than direct light.
Diffuse
That essential colour that the object reveals under pure white light. It's perceived as the
colour of the object itself rather than a reflection of light.
Specular
The colour of the light of a specular reflection = characteristic of light reflected from a shiny
surface.
Common mapping types
Planar
The image is projected from the chosen direction, through the mesh
Box
Planar projection of the image are put on each side of the object in a cube fashion
Cylindrical
Image is wrapped into a cylinder and projected inward and outward onto a mesh.
Spherical
Image is wrapped into a cylinder, then gathered at top and bottom.
3D Rendering
Shaders
Key part of rendering and rasterisation
A material is just one parameter a shader considers along with the effect of light etc.
Flat shading
The colour of the polygon is calculated at the centre of the polygon by using the
normal vector
The complete polygon surface is uniformly lighted.