Game programming visual c#




















Ask a question. Quick access. Search related threads. Remove From My Forums. Answered by:. Archived Forums. The default Unity window layout is shown in Figure 3. Figure 3 The Default Unity Window.

Of important mention is the Game tab next to the Scene tab. This tab activates when you click play and your game starts to run in this window. This is called play mode and it gives you a playground for testing your game, and even allows you to make live changes to the game by switching back to the Scene tab. Be very careful here, though. Everything that runs in your game exists in a scene. You can have as many scenes as you want in a project. When you download third-party packages or even sample games from the asset store, you typically must look for the scene files in your project to open.

A scene file is a single file that contains all sorts of metadata about the resources used in the project for the current scene and its properties. You can search for all the scenes in your project by clicking the icon indicated in Figure 4 and filtering on Scene. Figure 4 Filtering Scenes in the Project. Notice, however, that in any new scene, Unity always creates a camera that has an Audio Listener component already on it. You point Unity to a folder structure and it opens the folder as a project.

Projects contain Assets, Library, ProjectSettings, and Temp folders, but the only one that shows up in the interface is the Assets folder, which you can see in Figure 4. The Assets folder contains all your assets—art, code, audio; every single file you bring into your project goes here.

This is always the top-level folder in the Unity Editor. But make changes only in the Unity interface, never through the file system. The Library folder is the local cache for imported assets; it holds all metadata for assets. The Temp folder is used for temporary files from Mono and Unity during the build process. I want to stress the importance of making changes only through the Unity interface and not the file system directly. This includes even simple copy and paste. Unity tracks metadata for your objects through the editor, so use the editor to make changes outside of a few fringe cases.

You can drag and drop from your file system into Unity, though; that works just fine. Virtually everything in your scene is a GameObject. Think of System. Object in the. NET Framework. Almost all types derive from it. The same concept goes for GameObject. All of the objects shown in Figure 5 and many more derive from a GameObject.

Figure 5 GameObjects in Unity. A GameObject is pretty simple as it pertains to the Inspector window. You can see in Figure 6 that an empty GameObject was added to the scene; note its properties in the Inspector. GameObjects by default have no visual properties except the widget Unity shows when you highlight the object. Figure 6 A Simple GameObject. You can check these in your browser security settings. These cookies collect information that is used either in aggregate form to help us understand how our website is being used or how effective our marketing campaigns are, or to help us customize our website and application for you in order to enhance your experience.

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