0% found this document useful (0 votes)
8 views1 page

Unity Game Development Essentials

The document outlines various game development techniques including raycasting for object interaction, using Rigidbody for physics-based movement, and enabling camera follow functionality. It also covers NavMeshAgent for pathfinding, keyframe animations, and collider interactions for game logic. Additional topics include accessing scripts, mouse-based object initialization, AI targeting, state machine logic, and sprite sheet management for animations.

Uploaded by

onurkaracop96
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
8 views1 page

Unity Game Development Essentials

The document outlines various game development techniques including raycasting for object interaction, using Rigidbody for physics-based movement, and enabling camera follow functionality. It also covers NavMeshAgent for pathfinding, keyframe animations, and collider interactions for game logic. Additional topics include accessing scripts, mouse-based object initialization, AI targeting, state machine logic, and sprite sheet management for animations.

Uploaded by

onurkaracop96
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

 Raycasting:

o Hitting Objects with Mouse or ray itself, and getting information


out of it.
 Using Rigidbody and applying physics (.AddForce( ) to the rigidbody) to
move objects. ( FixedUpdate difference)
 Enable Camera to follow player by using offset vectors and late update.
 Initializing a prefab using Instantiate method
 NavMeshAgent
o Baking the environment
o Moving an object via navmesh agent component on the baked
path.
 Keyframe animations.
 Colliders
o Trigger colliders.
o Physical calculations.
o Getting the tag/name from a collision and implementing a logic
based on the tag.
 Accessing other scripts via GetComponent<ScriptName>() reference.
 Making an object follow the mouse.
 Initializing an object at the mouse click position (Checking if it’s a valid
position via colliders).
 Rotations via quaternions.
 Simple ai that targets an element from list. Targeting the closest or a
random game object.
 State machine logic.
 Sprite sheet splitting.
 Sprite sheet animations.
 Animator and providing parameters to the animator through scripts.

You might also like