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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

Collider

Welcome back Developers, today we are gone learn about collider. As per the unity manual the definition for collider is: Collider  components define the shape of an object for the purposes of physical  collisions . A collider, which is invisible, need not be the exact same shape as the object’s  mesh and in fact, a rough approximation is often more efficient and indistinguishable in gameplay. In simple word a collider gives your gameobject a physical nature so it can be a hard surface and other gameobject can’t pass through it. Unity supports multiple colliders 3D as well as 2D.      Ok, we have this many collider but what to do with them how to use them in Scripts?     Simple Unity provides some build-in method to use collider. They are: Addition to this collider has some additional properties and methods which we cover later. But if you want to check them out go to the official unity scripting API link: https://docs.unity3d.com/ScriptReference/Collider

Touch Input in Game

Today's blog is about How to take touch input in our games. This blog is continuous to Input in our games (so if haven’t read the previous blogs I recommend to read those as well to understand overall concept of Inputs in game using: Mouse, Keyboard and Touch). Basically, Touch inputs are used for Mobile devices, so whenever your target audience is mobile users you have to work with touch input feature of unity. You can visit unity official site for an insight of touch input mechanism. (Link https://docs.unity3d.com/ScriptReference/Touch.html ) Before we start, I will also recommend you to Download android sdk and java jdk. There is different procedure for different unity versions. To know how to setup your sdk and jdk in unity please follow the below links. (Links: ·        Unity version 2017 to 2018-   https://www.youtube.com/watch?v=ojt7ITyklGk ·        Unity version 2019- https://www.youtube.com/watch?v=pNLJsKUAf4c ) So, let’s start with today’s

Mouse Input In Game

In previous blog we have study about How to get input from keyboard , in addition to that today we will learn How to get input from mouse. In your game we can take mouse input from user in two ways: 1.       By mouse clicks. 2.       Using UI buttons Today we are going to focus on the 1 st way. Actually t he second way is simple, just add a UI>Button and attach a script on its onclick behavior . Step 1. Create a scene and add an object in it. As I don’t have a 3D model, I am going to make my own customized gun in unity. Step 2. Write the following script and attach the script to your gun gameobject. As you can notice the code is written in update function as described in previous blog, anything that is related to user input is mostly written in update method. (or I can say I don’t come up with any idea to write the input code in any other way.) Step 3. Setting up the script. 1.After Creating Gun. 2.Create a script FireBullet

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