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EN KO
OS:

Basics

Editor Shortcuts

Q Pan tool
W Move tool
E Rotate tool
R Scale tool
T Rect tool
Ctrl+P Play/Stop
Ctrl+Shift+P Pause
F Focus on selection
Ctrl+D Duplicate

MonoBehaviour Basics

Basic script
using UnityEngine;

public class MyScript : MonoBehaviour
{
    // Called once when script is loaded
    void Awake() { }
    
    // Called once when object is enabled
    void Start() { }
    
    // Called every frame
    void Update() { }
    
    // Called at fixed intervals (physics)
    void FixedUpdate() { }
    
    // Called after all Update functions
    void LateUpdate() { }
    
    // Called when object is destroyed
    void OnDestroy() { }
}

Transform

Transform Operations

Position & rotation
// Position
transform.position = new Vector3(0, 1, 0);
transform.localPosition = Vector3.zero;

// Rotation
transform.rotation = Quaternion.identity;
transform.eulerAngles = new Vector3(0, 90, 0);
transform.Rotate(Vector3.up, 45f);
transform.LookAt(target);

// Scale
transform.localScale = Vector3.one;

// Movement
transform.Translate(Vector3.forward * speed * Time.deltaTime);
transform.position = Vector3.Lerp(start, end, t);
transform.position = Vector3.MoveTowards(current, target, step);
Hierarchy
// Parent/child
transform.SetParent(parentTransform);
transform.parent = null;  // Unparent

// Find children
Transform child = transform.Find("ChildName");
Transform child = transform.GetChild(0);

// Iterate children
foreach (Transform child in transform)
{
    Debug.Log(child.name);
}

// World vs local
Vector3 worldPos = transform.TransformPoint(localPos);
Vector3 localPos = transform.InverseTransformPoint(worldPos);

Physics

Rigidbody & Collisions

Rigidbody
Rigidbody rb = GetComponent<Rigidbody>();

// Force
rb.AddForce(Vector3.up * 10f);
rb.AddForce(Vector3.up * 10f, ForceMode.Impulse);

// Velocity
rb.velocity = new Vector3(0, 5, 0);
rb.angularVelocity = Vector3.zero;

// Properties
rb.mass = 1f;
rb.drag = 0.5f;
rb.useGravity = true;
rb.isKinematic = false;
Collision callbacks
// Collision (physics)
void OnCollisionEnter(Collision collision)
{
    Debug.Log("Hit: " + collision.gameObject.name);
    ContactPoint contact = collision.contacts[0];
}

void OnCollisionStay(Collision collision) { }
void OnCollisionExit(Collision collision) { }

// Trigger (no physics response)
void OnTriggerEnter(Collider other)
{
    if (other.CompareTag("Player"))
    {
        // Do something
    }
}

void OnTriggerStay(Collider other) { }
void OnTriggerExit(Collider other) { }
Raycasting
RaycastHit hit;
if (Physics.Raycast(origin, direction, out hit, maxDistance))
{
    Debug.Log("Hit: " + hit.collider.name);
    Debug.Log("Point: " + hit.point);
    Debug.Log("Normal: " + hit.normal);
}

// From camera
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit))
{
    // Hit something
}

// Multiple hits
RaycastHit[] hits = Physics.RaycastAll(origin, direction);

Input

Input System

Legacy input
// Keyboard
if (Input.GetKeyDown(KeyCode.Space)) { }  // Frame pressed
if (Input.GetKey(KeyCode.W)) { }          // Held down
if (Input.GetKeyUp(KeyCode.Escape)) { }   // Frame released

// Mouse
if (Input.GetMouseButtonDown(0)) { }  // Left click
Vector3 mousePos = Input.mousePosition;
float scroll = Input.mouseScrollDelta.y;

// Axis
float h = Input.GetAxis("Horizontal");  // -1 to 1
float v = Input.GetAxis("Vertical");
float rawH = Input.GetAxisRaw("Horizontal");  // -1, 0, or 1
New Input System
using UnityEngine.InputSystem;

public class PlayerInput : MonoBehaviour
{
    PlayerControls controls;
    
    void Awake()
    {
        controls = new PlayerControls();
    }
    
    void OnEnable()
    {
        controls.Enable();
        controls.Player.Jump.performed += OnJump;
    }
    
    void OnDisable()
    {
        controls.Player.Jump.performed -= OnJump;
        controls.Disable();
    }
    
    void OnJump(InputAction.CallbackContext context)
    {
        // Jump logic
    }
    
    void Update()
    {
        Vector2 move = controls.Player.Move.ReadValue<Vector2>();
    }
}

Components

Component Access

Getting components
// Get component on same object
Renderer renderer = GetComponent<Renderer>();

// Get component in children
Collider col = GetComponentInChildren<Collider>();
Collider[] cols = GetComponentsInChildren<Collider>();

// Get component in parent
Canvas canvas = GetComponentInParent<Canvas>();

// Find objects
GameObject obj = GameObject.Find("Name");
GameObject obj = GameObject.FindWithTag("Player");
Enemy[] enemies = FindObjectsOfType<Enemy>();

// Add/remove components
Rigidbody rb = gameObject.AddComponent<Rigidbody>();
Destroy(GetComponent<Collider>());

Instantiate & Destroy

Object Management

Instantiate & Destroy
// Instantiate prefab
public GameObject prefab;

GameObject obj = Instantiate(prefab);
GameObject obj = Instantiate(prefab, position, rotation);
GameObject obj = Instantiate(prefab, parent);

// As specific type
Enemy enemy = Instantiate(enemyPrefab);

// Destroy
Destroy(gameObject);          // Destroy this object
Destroy(gameObject, 2f);      // After 2 seconds
Destroy(GetComponent<Rigidbody>());  // Component

// Don't destroy on load
DontDestroyOnLoad(gameObject);

Coroutines

Coroutines

Coroutine usage
IEnumerator MyCoroutine()
{
    Debug.Log("Start");
    
    yield return null;  // Wait one frame
    yield return new WaitForSeconds(2f);
    yield return new WaitForSecondsRealtime(2f);  // Unaffected by timeScale
    yield return new WaitUntil(() => condition);
    yield return new WaitWhile(() => condition);
    yield return new WaitForEndOfFrame();
    yield return new WaitForFixedUpdate();
    
    Debug.Log("End");
}

// Start/stop
Coroutine c = StartCoroutine(MyCoroutine());
StopCoroutine(c);
StopAllCoroutines();