• Home
  • Portfilio
  • _Multiplayer Games
  • _Single Player Games

OnBecameVisible() and OnBecameInvisible() in Unity

OnBecameVisible

OnBecameVisible is called when the renderer became visible by any camera. OnBecameInvisible is called when the renderer is no longer visible by any…

Humanoid Animation in Unity

Humanoid

The humanoid animation in Unity makes it possible to retarget the same animations to different characters. The characters can have different propor…

Reverse animation

Reverse Animaiton

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 in C#

C#

Mathf.Approximately - Compared two floating point values and return true if they are similar.

RequireComponent attribute in Unity

Unity3d

- The RequireComponent attribute automatically adds the required components as dependencies. - Add the " RequireComponent " will automatic…

Events in Unity 3d

UnityEvent

- Events are way of saying something happened without knowing or caring about who is listing. - You have publisher and Subscriber.     Publisher …

Rigidbody in Unity 3d || Unity Component

Unity3d

- 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…

Texture in Unity3d

Unity Component

- 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…

Continue and Break in C#

method

- 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 Component In unity || Unity Component

View Frustum

- 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 Component In unity || Unity Component

Unity3d

- 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 in Unity 3d

method

- 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…

Interface and Abstract Class in C#

Interface

- An Interface is class that is used to define methods and properties. - Abstract class are allowed to define data. - One difference is that ab…

Convex in Mesh Collider in Unity3d

Mesh Collider

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…

Value Type & Reference Type in C#

Variable

We can Categorized variable into Value Type and Reference Types . - Value Type contain the value directly while the variable of reference type c…

Class vs Stuct

Value Type

- 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 …

DeltaTime in Unity3d

Update()

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…

Batching In Unity

Unity3d

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…

Collide Two Mesh Collider ?

Unity3d

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() vs DestroyImmedidate()

Monobehaviour

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(),Fixed Update() and LateUpdate()

Update()

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…

Most Commonly Used Monobehaviour Function used in Unity 3D

Monobehaviour

Following are the Most Commonly Used Monobehaviour Function used in Unity 3D.   Awake()   OnEnable()  Start()   FixedUpdate()   Update()   LastUpdate…

Blog Archive

  • Nov 25 (7)
  • Mar 05 (1)
  • Mar 04 (2)
  • Nov 05 (1)
  • Mar 22 (1)
  • Mar 19 (1)
  • Mar 11 (1)
  • Mar 10 (1)
  • Mar 09 (2)
  • Mar 08 (2)
  • Mar 07 (2)
  • Mar 05 (2)
  • Mar 04 (2)
  • Mar 03 (3)
  • Mar 02 (1)
Unity Lifecycle Events : Execution Order of Event Functions

Unity Lifecycle Events : Execution Order of Event Functions

Master Delegates in Unity : Flexible Code for Better Games

Master Delegates in Unity : Flexible Code for Better Games

Batching In Unity

Batching In Unity

Destroy() vs DestroyImmedidate()

Destroy() vs DestroyImmedidate()

Created By Blog | Distributed by Gooyaabi Theme