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 texture...
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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