Although Unity uses an implementation of the standard Mono runtime for scripting, it still has its own practices and techniques for accessing the engine from scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary. This section explains how objects created in the Unity Editor are controlled from scripts, and details the relationship between Unity’s gameplay features and the Mono runtime.
Topic | Description |
---|---|
Creating and Using Scripts | Learn how to create and implement C# scripts. |
Variables and the Inspector | Learn how to work with variables, and how scripts interact with the Unity Editor InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info See in Glossary. |
Instantiating prefabs at run time | Learn how you can use scripts to instantiate prefabsAn asset type that allows you to store a GameObject complete with components and properties. The prefab acts as a template from which you can create new object instances in the scene. More info See in Glossary at run time. |
Order of execution for event functions | Learn the order in which Unity runs and repeats event functions over a script’s lifetime. |
Event Functions | Understand what event functions are, and the types of event function in Unity. |
Coroutines | Understand what coroutines are, how to work with them, and how to analyze them with Unity’s ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info See in Glossary. |
Namespaces | Understand what namespaces are and how you can use them to avoid duplicate class names. |
Attributes | Understand what attributes are and how you can use them to indicate specific behaviors. |
UnityEvents | Understand what UnityEvents are and how you can use them to configure callbacks in the Editor before run time. |
Null Reference Exceptions | Understand what a NullReferenceException is, when Unity calls one, and how to avoid them. |
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