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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 texture...

GetComponent Properties

GetComponent Properties A particular component has several properties. For E.g., Component Rigidbody has properties as mass, drag, angular drag, use gravity and so on. To check the properties of a component you are working on visit Unity official site for scripting API. In over examples today I am going to work on RigidBody Component. Overall Scene View. Example 1 Rigidbody: 1.  Changing mass of a body. Step1- Create a new scene add a Button in your scene, a sphere and add component rigidbody to the sphere. Step2-  Create a script Name it anything meaningful and Write the following code. Add your Script to Sphere by simply dragging it to the object in hierarchy or in inspector. Step3-  Select your button from the hierarchy and in inspector click on the plus button under Onclick() of the button. Drag the object on which script is attach to and drop ...

GetComponents()

GetComponents<type>() What if we want to get ‘n’ number of component of same type in a gameobject? What if you have a player having its body parts distributed as Legs, Arms, body and head? And you want to get all the mesh rendered or colliders of the gameobjects? In this type of scenarios we will use GetComponent<type> insist of GetComponents<type>. GetComponents is majorly use when we have a hierarchy like structure of gameobjects each having the component to be used. So let’s start and firstly make a model of player in unity using simple 3D objects. Like This:   Getting Components Step1: Add more than 1 box Collider to gameobject named as player. Step2: Create a script and attach it to your player gameobject. Step3: Write the following code: Step4: Save the script and scene you will notice a BoxColl named field will appear with an arrow sign with label size in it...

GetComponent()

GetComponent<type>() In unity every Gameobject has some components attach to it.Components like gameobject’s- transform, image, text, collider, rigidbody, script. All these are components of a gameobject. To know the components attach to a specific gameobject just select the gameobject and in inspector all its components can be seen. Now how to use all this components using script. This can be achieved in many ways but the basic is using getcomponent<type>() function. Getting the Whole component Step1: Write the following code. Step2: Save the script head to unity, create a gameobject name finder and attach the script. You will notice that two dialog box will appear one with type meshrenderer and second as boxcollider. Play the game and you will notice that dialog box will be filled with the cube box collider and cube mesh renderer. Now we can play with this components and their properties. Let’s understand what jus...

GameObject

In Unity everything we work on is a GameObject, either it is a cube, a car, a plane, UI or Particle effects. Each GameObject have its own component. The basic component in all GameObject is his transform. Transform component is deals with position rotation and scaling of that GameObject. Components will be discussed in later post today we are going to learn about GameObject only. Now as we know all the things in our active scene is a GameObject, but as a programmer how can we access those GameObject and their components using our script. Note: Scripts are also Components of our GameObject. Actually this is pretty easy and can be done in many ways. First Way :  Drag and Drop the GameObject into script in inspector window. Step1: Create a script name it as you feel like and attach it to an empty GameObject. To create an empty GameObject right click in hierarchy window and click on empty GameObject. Step2: Write the following code. ...

Statements-If, If else, If else If.

Statements-If, If else, If else If. In programming Conditional statements are used to specify conditions. This Conditions can be anything.Typically a condition is known when there are more than one ways to be selected on different different scenarios. For example- If you are trusty you will drink water and if you are not you want. IF Statement - If statement specifies a signal condition and if the condition is true than the following statements specified under if will be executed and if the condition is false they will not run. Syntax: If (condition)     {         //Statements…//      }   If else statement- If else statement is an extended version of if statement having extra clause else which is used to declare statements to be executed when the IF condition is false. Syntax: If (condition)     {       ...

Basics of programming-Variables and functions.

Basics of programming-Variables and functions. Variables are basically a container containing any value. For e.g., a glass is a variable and water is its value. Further a variable has a type. A type can be specified as narrowing the values a variable can hold. For e.g., -                List of variables in C# Type Description Size (bytes) Example int Whole numbers 4 1,0,-1 long Whole numbers (bigger range) 8 Same as int but is greater in range float Floating-point numbers 4 .2 char Single character 2 Single alphabet bool Boolean 1 True or false DateTime Moments in time 8 0:00:00 on 01/01/2001 string Sequence of characters 2 per character Name, Hello In unity t...