Game Development Reference
In-Depth Information
Summary
This chapter considered GameObjects , scenes, and components, as well as their
general usage throughout scenes. These issues might superficially seem simple,
but understanding their usage and being able to employ them to manage objects
is a powerful skill that's required in almost all Unity game development projects.
Specifically, we've seen the GameObject , a collection of components that interact to
produce a unified behavior. The Transform component is especially important. We
also looked at scenes. A scene is a single time and space inside which GameObjects
exist. Typically, a scene is a self-enclosed entity that prevents any objects from
existing outside it. Further, every scene works through a concept of time that makes
change and animation possible. Time can be measured through deltaTime , which
acts like a multiplier and allows us to achieve frame-rate-independent motion.
Finally, we explored the singleton design pattern, which uses static members to
define classes that, in practice, can only have one instantiation active in memory
at any one time. In the next chapter, we'll move on to event-driven programming.
 
Search WWH ::




Custom Search