OnBecameVisible() and OnBecameInvisible() in Unity
OnBecameVisible is called when the renderer became visible by any camera. OnBecameInvisible is called when the renderer is no longer visible by any…
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OnBecameVisible is called when the renderer became visible by any camera. OnBecameInvisible is called when the renderer is no longer visible by any…
The humanoid animation in Unity makes it possible to retarget the same animations to different characters. The characters can have different propor…
You can reverse animation clips by adding a negative value for the speed. This works with generic and humanoid animations. E.g : Walk forward can be …
Mathf.Approximately - Compared two floating point values and return true if they are similar.
- The RequireComponent attribute automatically adds the required components as dependencies. - Add the " RequireComponent " will automatic…
- Events are way of saying something happened without knowing or caring about who is listing. - You have publisher and Subscriber. Publisher …
- Rigidbody are the component that allow a game object to be effected by physics. - They allow the game object to fall under gravity and physics prop…
- A Texture is an image file. - A Texture type contains a list of presets. - Advanced will expose all of the available property in texture importe…
- The break statement breaks out of the loop. Example :- Jumps out of loop when "i" is 2 - continue will skip the single iteration in …
- Camera Takes Content of our scene and display it to to our Players. - Camera will render everything that's is in front them and within our vi…
- Transform is the main way to move,rotate and scale game object in your scene. - Every game object has transform by default. - Position,Rotation …
- Generics allows you to write your class or function in a way that you don't specifically define any particular type . - So than when you use…
- An Interface is class that is used to define methods and properties. - Abstract class are allowed to define data. - One difference is that ab…
Mesh Collider has a property called Convex. Let see, What is do ! - If you set convex to true , your mesh collider won't have any holes or entr…
We can Categorized variable into Value Type and Reference Types . - Value Type contain the value directly while the variable of reference type c…
- Class are allocated in the heap and therefore subject to garbage collection. - Struct are allocated on the stack and do not feed in the garbage …
Detlatime - Deltatime is time between the last and current frame. - You must never use Deltatime for inputs that is why it is always frame indepe…
A draw call is a call to the graphics API to draw objects, while Batch is a group of draw calls to be drawn together. Unity uses two technique Dyna…
Is it Possible to Collide Two Mesh collider ? Yes, It is Possible. - Two Mesh Collider can not have interaction unless at least one of the is Conv…
Destroy() - Destroy the object at the end of frame. DestroyImmedidate() - It will not wait for the frame to end. - It will not wait for the frame …
Update() - Called Once Per frame. - If the game is running at 24 FPS (Frame per Seconds) the it will be called 24 time in Seconds. - It is mostly use…
Following are the Most Commonly Used Monobehaviour Function used in Unity 3D. Awake() OnEnable() Start() FixedUpdate() Update() LastUpdate…