+
" icon at the top of the window or right-click anywhere in the window and select "Create Empty" from the context menu.Window
" >
"Inspector
" from the main menu.File
" >
"Open Project
" from the main menu. In the "Open Project" dialog box, navigate to the location of the Unity3D file and select it. Unity will create a new project and import the assets and settings from the file.UE4 | Unity3D |
---|---|
Game logic is written in C++ or blueprint editor | Game logic is written using the Mono environment |
Base scene object- Actor | Base scene object- GameObject |
Input Events- Component UInputComponent of Actor class | Input events- Class Input |
Main classes and function of UE4 includes int32,int24, Fstring, Ftransform, FQuat, FRotator, Actor and TArray | Main classes and function include int,string,quaternion,transform, rotation, gameobject, Array |
To create a new instance of a specified class and to point towards the newly created Actor. UWorld::SpawnActor() may be used | To make a copy of an object you can use the function Instantiate() |
UI of Unreal Engine 4 is more flexible and less prone to crashes | The asset store of this tool is much better stacked than UE4 |
It does not support systems like X-box 360 or PS3, it requires AMD Radeon HD card to function properly | It supports wide range of gaming consoles like X-box and PS4, as well as their predecessors |
Less expensive compare to Unity3D | Unity3D has free version which lacks few functionality while pro version is bit expensive in compare to UE4 |
To use UE4 you don’t need programming language knowledge | It requires programming language knowledge |
Destroy()
` and `DestroyImmediate()
` are two functions used to remove a game object or a component from the scene.Destroy()
` is used to remove an object or component at the end of the current frame. The object is marked for destruction and is removed from the scene during the next update cycle. The `Destroy()
` function is generally preferred over `DestroyImmediate()
` as it allows for better performance and memory management.DestroyImmediate()
`, on the other hand, destroys an object or component immediately. This function bypasses the standard process of destroying objects and removes it from the scene immediately. This can cause issues with memory and performance, especially if you are calling the function frequently. Update()
` and `FixedUpdate()
` are two different methods used for updating game objects in the scene.Update()
` is called once per frame and is used for most game logic and user input processing. This method is not synchronized with the physics engine and can be called at different rates on different machines. Therefore, it's recommended to use `Time.deltaTime` to make the movement of objects independent of the frame rate.FixedUpdate()
` is called at a fixed time interval and is used for physics-related calculations. This method is synchronized with the physics engine and is called a fixed number of times per second (default is 50 times per second). It's recommended to use `FixedDeltaTime` to calculate physics calculations to keep the simulation accurate and smooth.Update()
` and `FixedUpdate()
` is that `Update()
` is used for most game logic and user input processing while `FixedUpdate()
` is used for physics calculations. It's important to use them appropriately to ensure that the game runs smoothly and accurately. yield
` statement to specify when the coroutine should pause and resume execution. For example, you could use the following code to create a coroutine that waits for two seconds before continuing:IEnumerator WaitTwoSeconds()
{
yield return new WaitForSeconds(2);
Debug.Log("Two seconds have passed.");
}​
To start a coroutine, you call the `StartCoroutine()
` method and pass in the name of the coroutine function. For example, you could use the following code to start the `WaitTwoSeconds()
` coroutine:StartCoroutine(WaitTwoSeconds());​
Once a coroutine is started, it will continue to execute until it reaches the end or encounters a `yield
` statement that pauses execution. At that point, Unity will continue executing the rest of the game logic before returning to the coroutine and resuming execution. This allows you to create complex and responsive game behaviors without blocking the main thread or causing performance issues. Create
" menu and select "Animation Clip". This will create a new animation clip asset in your project.Window
" menu and select "Animation
". This will open the Animation window, which you can use to create and edit animations.Play
" button in the Animation window. This will play the animation in the Scene view or Game view, depending on which one is currently active.Save
" button in the Animation window. This will save the animation clip asset to your project, which you can then use in your game or application. File
" >
"New Project
", and select "2D
" as the template.GameObject
" >
"2D Object
" and select the object you want to add. Unity provides several built-in 2D objects, such as Sprite, Tilemap, and TextMesh.Play()
method of the Audio Source component to play the audio clip. Other methods, such as Pause()
, Stop()
, and PlayOneShot()
, can be used to control audio playback.a · b = |a| |b| cos(θ)
|a|
and |b|
are their magnitudes, and θ
is the angle between them.a x b = |a| |b| sin(θ) n
a
and b
are vectors, |a|
and |b|
are their magnitudes, θ
is the angle between them, and n
is the unit vector perpendicular to both a
and b
according to the right-hand rule. Update()
and Start()
. It is used to define behavior for a specific game object or a group of game objects.ScriptableObject
is a serialized asset that can be created and edited independently of any game object. It is used for storing data, configurations, or game assets that can be shared across multiple game objects, scenes or even projects. ScriptableObjects
can be created using the "CreateAssetMenu
" attribute, and they are not attached to any game object or component. They can also be serialized and saved to disk, which makes them ideal for creating reusable and modular assets. git init
` command to initialize a new Git repository within the project folder.git add
` command to add files to the staging area.git commit
` command to commit changes to the local Git repository.git push
` command to push changes to the remote repository.git pull
` command to pull changes from the remote repository before making any changes.using UnityEditor;​
[CustomEditor(typeof(MyComponent))]
public class MyComponentEditor : Editor
{
// Editor code goes here
}​
MyComponent
` is the name of the component you want to create a custom editor for. public override void OnInspectorGUI()
{
base.OnInspectorGUI();
// Custom Inspector GUI code goes here
}​
base.OnInspectorGUI()
` call will display the default Inspector GUI for the component, and you can add your own custom GUI elements below it.AI
to solve or perform. Then, you need to define the behavior and rules for the AI to follow.AI
in different scenarios and refine the behavior and rules to improve the performance and accuracy.
A*
or Dijkstra to find the shortest path between two points in the game world.AI
, such as enemy behavior or NPC
dialogue.AI
to perform specific tasks, such as recognizing objects or learning to play a game.AI
based on its current state and inputs.AI
in Unity requires a combination of programming skills, AI knowledge
, and game design experience. Level Complete
" with a parameter for the level number, you can use the following code:Analytics.CustomEvent("Level Complete", new Dictionary<string, object>
{
{ "Level Number", levelNumber }
});​
4. Analyze Data : Once you have logged Analytics Events, you can view the data in the Unity Analytics Dashboard. To access the Dashboard, go to Window > Analytics > Analytics Dashboard. Here you can view graphs and reports of user behavior, such as the number of players, player retention, and event tracking.Hierarchy
" window.Hierarchy
" window and select "3D Object > Terrain
".Scene
" view. You can edit the terrain by selecting it in the "Hierarchy
" window and adjusting the properties in the "Inspector
" window.Paint Texture
" tool in the "Terrain
" menu.Terrain
" menu.