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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

Keyboard input in game

In any game it is essential to have a user input to control the behavior of the player. A user can give inputs either by keyboard, mouse or by touch. So for a developer it is essential to learn how to take the user input and manage your character behavior. Today we are going to learn about keyboard inputs- Taking input from keyboard is not that  tuff  all we need to do is check if the user has pressed any key, if yes do certain thing, as the user can press the key at any point of time user inputs code are mostly written in update  method. To start with today's blog 1. Create a scene add a cube and plane to it. 2. Write the following script. (Note the  difference   in  GetKey , GetKeyDown  and  GetkeyUp ). All these are input types while working with keyboard commands. GetKey -Works till the user has pressed the key. (Runs multiple times till the key is down). GetKeyDown  -Works only when a key is held down. (Runs once when the key is pressed). G

Variable scope in Unity

In today’s blog we are going to learn about the scope of variables, and the different ways a function can be created. So let’s get started. Scope of Variables A variable as we all know is a container which can hold a value or multiple values related to its type. Means a Gameobject type variable can hold any gameobject, a Transform  type variable can hold a transform component of any gameobject, etc. But some time a variable declared is inaccessible, that’s due to its " scope of life ". A variable declared in a class is said to be a global variable  to the function and local to the class  where as a variable declared in a function is said to be a local variable of that function. To understand it more clearly any variable defined within “{}” has its scope of life after the “{” starting curly braches till the “}” ending curly braces. Let try to understand with a small example. Step1. Write the following script attach it to any gameobject and hit run.

Graphic Raycaster in Unity

Ever wonder how one can click on GUI elements without using any event script on GUI components. On button click, On value change are some event driven functions of GUI components but what if I want to perform any action without using these event driven function. Well there are plenty of ways of doing it but the one I am going to discuss today is GRAPHIC RAYCASTER. Scene Setup Step1. Create two images, add any sprite to it and change their name to specify them later on. (For this tutorial purpose let’s assume penguin and polar bear) Put the images adjacent to each other. Script Step2. Create a script and attach it to your canvas. Write down the following code. Make sure to call all the libraries. Next is our global variables Graphical raycaster is used to call the raycaster attach to your canvas, Eventsystem is also used to call the event system of canvas. PointereventData is used to kno

How to position images/sprites in 2D vs UI.

2D Sprites/Images When working or creating a game in 2d world we have to position are sprites according to camera. Which means if there is a Character and Background in your scene and you may notice that your character is not visible it may be due to wrong positioning. In 2d we set our images according to camera view. Step1. Create a 2d sprite, add image to it and give it a color red and name character. Step2. Duplicate the sprite you created and change its color to green and scale it a bit and name it background. In above scenario we have our camera on 0 in z axis, our character on .1 in z axis than our background is at .2 in z axis. UI sprites/Images Step1. Create a UI image, add image to it and give it a color red and name it character. Step2. Duplicate the Image you created and change its color to green and scale it a bit and name it background. When we are creating our 2d games in UI rather than in 2d we don’t need to position our images related

Creating Gamobject, Adding Components and Removing Components using script.

Today we are going to learn about how we can create a gameobject add components to it or remove components from it using script. Open Unity >>Create new project>>create new scene. 1.Creating Gameobject using script Step1.In your scene hierarchy add empty gameobject and name it ScriptManager. Step2. Create a script name it as per your wants, and attach the script to ScriptManager gameobject. Step3. Write the following code:- This will create a gameobject in the hierarchy with the name specified In ” ”. In our case it’s a cube. As you can see the above script creates a gameobject and add transform component when the object is created as all gameobject have transform component attached to it from the start (e.g. Empty gameobject). In next few lines we added a box collider to our object cube, a mesh renderer and a mesh filter. Save the script and run the project. You will see a gameobject is cr

Special Blog- Tic Tac Toe Game in Unity.

One can create a game in many ways the way used in this blog is not absolute. The purpose of this blog is to let the users understand unity and coding a bit better than before. Step1: Images needed for the project. We will be needing 4 images to create this game. 1-Cross 2-Circle 3-Board 4-Background Step2: Setting up the Scene. Set the game view to 2d. 1. MainCamera- Select the main camera and under Camera component it has a property named Projection set it to Orthographic. 2.   GameOver- Create an empty gameobject and add sprite renderer to it. Add a sprite image to it by clicking on sprite property. Set the Color to black or any other color as per your preference. Import the image by simply dragging the script from explorer to unity under project panel. Select the image and change it texture type to sprite 2D and UI. 3.   BackGround- Used to create t

Different ways to move object and finding distance between two objects.

In unity one can move a gameobject with few different ways some of them are: 1st way transform.Translate(0, 0, 2); By writing this piece of line your object will start moving forward in z Direction. 2 nd way is using vector 3 transform.position += new Vector3(0, 0, 2);       By writing this piece of line the gameobject moves same as in above, this line adds 2 on z in every frame of transform.postion. Note (Transform with capital ‘T’ is used for type declaration like: Transform Player-this will make a player variable of type transform, whereas transform starting with small ‘t’ is used to call the gameobject on which the script is attached or to use the transform property of any gameobject.) For e.g. Gameobject Player; Player.transform.position; 3rd way transform.Translate(Vector3.forward); By writing this line gameobject on whom script is attach to will start moving forward. To move a gameobject backward simply write- transform.translate(-Vector3