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Unity Editor Window (Part 3)

Unity Editor Hello, Unity Dev’s I am back again with Part 3 of Creating custom editor window in unity. In today’s blog we will look around: “How to load Textures files from resource folder and create our buttons.” Step1. Gather some images related to the headers of our sub-toolbars or if you are good at photoshop create some, btw I have zero skills when it comes to photoshop so I am goanna gather images from internet. Once we have are images ready drag them into respected folder under root folder Resources. It will look something like this: Step2. Scripting   Now we need to create a function which will be called once whenever we will switch from sub-tabs. Hmmmm, so how to do that!!! First create a function and name it as per your want’s I have named mine as: “MakeWindow” Then write down these lines: Create two variables a list: to store our loaded textures an

Transform Component


Transform

In unity every gameobject has a default component transform attach to it which you cannot remove.
To verify the above statement create an empty gameobject and you will notice that a transform component is pre attached to it.
This is because a transform component is used for the position, rotation and scaling of any object.
Positioning is mainly used to move an object or to calculate distance between two objects,
Rotation is used to rotate an object and scaling is used to resize an object.
You can play with this values in the inspector as well as using a script.
To understand how the transform works we first have to understand the 3-axis of 3d world
Which are x, y, z.
Position
X-is used for left and right movement
Y-is used for up and down movement
Z-is used for back and forward movement.
Whereas in rotation this axis differ from position.
Rotation
X-is used to rotate up and down like when we shake are head saying yes
Y-is used to rotate left and right like when we shake are head saying no
Z-is used to rotate left and write from top like when we tilt are head.
Scaling axis are same as position axis.
Tweak with the values for a while in inspector to get an understanding of the axis.
Let’s learn how to use them in your script.

Example 1: Moving an object horizontal and vertical using keyboard arrow keys.
Step1: Set up your Scene.
Create a plane, a cube with two eyes and add Rigidbody to it.

Step2: Create a script write the following code and attach it to the cube.

Step3: Save and play.
Step4: Use arrow keys to move the cube you will notice that the cube is moving relatively to the keys pressed on keyboard.

Example 2: Adding jumps in your cube.
Creating a Jumping technique is a bit more advance as you need your player/Cube to jump only when he/she is on ground and not in air.
So how to do that. Don’t worry I am here with you.
Step 1: Create a script and write down the following code.

Step2: Save it attach to your player/cube.
Now whenever we press the jump key the player jumps and only when he/she is on ground.
Don’t worry about all that collider/Trigger thing we will learn them in future blogs.

Example 3: Adding rotation on horizontal axis.
When we move to our left we don’t actually slide towards left or right we rotate first toward the direction and then move forward.
So in this example we will remove left write movement with rotation.
Step1: Write the following code.

Step2: Save and run the scene.
We will notice that on click of left and right arrows we are now rotating on the axis and then start to move.
That’s all for today.
(Post is open for suggestion, edits and do comment down below for future suggestion and about this post.)

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