Game Development Reference
In-Depth Information
The GameObject
The GameObject is, in many senses, the fundamental unit or entity inside a scene.
It corresponds most naturally to what we'd call a thing in the everyday sense.
It doesn't really matter what kind of context-specific behaviors or things you'll
actually need inside your own games, because in all cases, you'll need GameObjects
to implement them. GameObjects don't need to be visible to the gamer; they can be,
and often are, invisible. Sounds, colliders, and manager classes are some examples
of invisible GameObjects . On the other hand, many GameObjects will be visible:
meshes, animated meshes, sprites, and so on. In all cases, however, whether visible
or invisible, the GameObject is instantiated inside a scene as a collection of related
components. A component is essentially a class derived from MonoBehaviour ,
and it can be attached to a GameObject in the scene to change its behavior. Every
GameObject has at least one minimal component in common, and it's impossible
to remove it, namely, the Transform component (or the RectTransform for GUI
objects). This component keeps track of an object's position, rotation, and scale.
For example, if you create a blank, empty game object in the scene by going to
GameObject | Create Empty from the application menu, as shown in the following
screenshot, you would end up with a new game object in the scene, featuring only
a Transform component. Thus, even a new and empty GameObject is not, strictly
speaking, empty, but it's as empty as a GameObject ever gets. The object still needs a
Transform component to maintain its physical location in a scene.
All GameObjects feature a Transform component
 
Search WWH ::




Custom Search