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Basic keywords for Unity scripting
C#using | Include namespace | class | Define name | // comment | Comment: Same line | /* comment */ | Comment: Multiple lines | private, protected, public | Access specifiers | bool | Variable: true or false | int | Variable: Integer number | float | Variable: decimal number | string | Variable: Text | null | Empty nothing | + - * / % ++ -- | Math functions | if(condition){code}...else if(condition){code}...else {code} | Conditional statements | == != > < | Relational operators | && || | Logical operators | switch(){case var: code break; default: code break;} | Similar to if conditional statement | Expression ? true: false; | Similar to if | while(condition){code} | Loop: while | for(init;condition;increment) {code} | Loop: for | do{code}while(condition) | Loop: do...while | int[] vars = new int[10]; | Array wich contains 10 integers | vars[0] = 2; | Assign to an index of an array | float[] vars = new int[2]{10f,20f}; | Another array | Methods | public void DoSmth(){code} | Function definition | private void Add(int num1, int num2){code} | Function with parameters | private int Sum(){code return int;} | Function with return type |
| | MonoBehaviourAwake() | Called once before everything else | OnEnable() | When a GameObject becomes active | Start() | Called once after the Awake, before the Update | Update() | Called every frame. Use Time.deltaTime for time relevant code | FixedUpdate() | Called every fixed framerate frame. Used when dealing with Rigidbody. | Instantiate | Creates a copy of the original object | Destroy | Remvoes a gameobject, or component. | GetComponent <Type>() | Returns the component of Type if the game object has one attached | gameobject.transform.position | Vector3 Position of a GameObject | gameobject.transform.rotation | Quaternion rotation of a GameObject | Quaternion.Euler | Returns the quaternion of euler rotation |
| | Other ComponentsCollider | OnCollisionEnter(2D) | Called when this collider/rigidbody has begun touching another rigidbody/collider | OnCollisionExit(2D) | Called when this collider/rigidbody has stopped touching another rigidbody/collider. | OnTriggerEnter(2D) | Called when this Collider other enters a trigger Collider. | OnTriggerExit(2D) | Called when this Collider other has stopped touching a trigger collider. | isTrigger | Triggers collision without physics | Physics.Raycast | Checks if there are colliders in a line | RigidBody | isKinematic | Controls whether physics affects the rigidbody. | useGravity | Controls whether gravity affects this rigidbody. | AddForce | Applies a force of a vector to the rigidbody | AddTorque | Adds torque to the rigidbody | Other | Input.GetKeyDown("Fire1") | Returns true or false for key | Lerp | Linear interpolation between values in time from 0 to 1 | Mathf | Math functions |
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