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Geek Talk

Game Objects

October 25, 2016 by fantasyfelix   

Yes, I know, yet another Unity tutorial. Love ’em, hate ’em or ignore ’em, this is for a game design class I a currently taking. For those who use Unity, this will be great if you’re still on the basics. If you don’t use Unity or are way beyond the basics, turn back now- this will be a waste of your time!

So that you don’t have to watch the entire video, here’s what he covers.

1:46 – A review of his last video. If you missed it, it was the basics of Unity and is on this blog as well.

3:21 – Some more basics of building games, 2D starts at 3:40, 3D starts at 4:03.

8:05 – The coordinate system! He covers the difference between the global coordinate system and the local coordinate system in this chunk. Basically, the global system is where the object is in the world compared to every other object, while the local system is the object’s position compared to a specific object.

11:22 – What is a GameObject? At it’s most basic, a GameObject is what makes up a scene, be it cars, blocks, a trashcan, the sun, etc. GameObjects are metaphorical buckets, and you decide what ¬†they hold.

12:38 – How to actually make GameObjects in Unity. There’s several different ways, as with many things in Unity.

14:59 – A slight overview of components of GameObjects that are not, in fact, empty. This chunk covers a bit about spheres, and talks about planes as well.

18:12 – Other GameObjects, like lights and their types.

18:54 – Components, more in detail. Components are the things you give the the GameObject (the bucket) to give it it’s abilities (you fill the bucket with lava to make it glow, but alone, the bucket isn’t special). In this case, he makes the sphere glow and emit particles.

25:31 – Transformations of GameObjects – From the transform to the transformation. (You perform a transformation on a transform) There are three main types- translation (moving the object), rotations (turning the object), and scale (making the object bigger or smaller).

33: 49 – The Order of Operations in transformations. The transform is based on the world coordinate system, while the transformation is based off the local coordinate system. Translate before both rotation and scale.

37:24 (roughly) – Parenting/Nesting/Grouping. You can “group” items in Unity by dragging it’s name in the hierarchy under the ¬†“parent” object. Once the object becomes the “child”, the object stops using the global coordinate system and switches to the local system, so that you can always tell how far it is away from the parent. When preform a transformation on a parent object, the child will move in the same relative manner.

44:42 – Recap of entire video! Congratulations, you survived.


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