![]() ![]() To illustrate, the following example uses this linear ramp function as the argument to sine and cosine functions Linear distribution of values between 0 and 2pi radians, as the argument of a trigonometric function. For example, you could use the expression, L(0,2*pi), which produces a +=, -=, *=, /= expressions can be used to modify the current value, for example entering *=2 makes allĮntering /=3 into Z coordinate makes all Z coordinates 3x smaller.R(a,b) results in a random value between a and b.Įntering R(-2,2) into Z coordinate sets the Z coordinate of the selected capsules to a random value between –2 and 2.L(a,b) results in linear ramp between a and b.Įntering L(-6,6) into X coordinate distributes the ten selected capsules between –6 and 6.Numeric fields also support special functions that are useful when editing multiple selected objects at once: See ExpressionEvaluator C# class documentation for details on Numeric field input controls also accept mathematical expressions, for example entering 2+3 into a field will Some properties also have sliders for adjusting numeric values.Ĭheck boxes where you toggle properties on and off.ĭrop-downs and pop-ups where you choose one of multiple possible values. You can type numeric values directly in a property field, or click and drag the property label to increase and decrease the value. For example:įields where you enter text and numeric values. You edit most value properties using simple controls. Find the object or Asset you want to reference, and double click it to assign it to the property.Click the small circle icon to the right of the property in the Inspector to open an Object Picker window.Use the Object Picker window to find and select a reference object to assign. To assign a reference to a property, drag and drop a compatible GameObject or Asset onto the property field in the Inspector.Īssigning references with the Object Picker window If the GameObject doesn’t have any components of the right type, you cannot assign the GameObject to the property.Īssigning references by dragging and dropping When you assign a GameObject to those properties, Unity locates the first component of the required type on the GameObject, and assigns it to the reference property. Some reference properties accept specific types of components (for example, Transform). You assign references to properties by dragging and dropping objects and Assets onto reference property fields, or using an Object Picker window. When you create a component, its reference properties are unassigned. More info See in Glossary Asset somewhere in the Project. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. Unity supports triangulated or Quadrangulated polygon meshes. Meshes make up a large part of your 3D worlds. More info See in Glossary component refers to a Mesh The main graphics primitive of Unity. For example, the Mesh Filter A mesh component that takes a mesh from your assets and passes it to the Mesh Renderer for rendering on the screen. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. Reference properties take compatible Project Assets or GameObjects in the Scene A Scene contains the environments and menus of your game. Values: numbers, colors, on/off settings, text, and so on.References: links to other GameObjects and Assets.Properties fall into the following major categories: ![]() Light component showing various value and reference properties You edit properties in an Inspector window. More info See in Glossary components and Assets. A GameObject’s functionality is defined by the Components attached to it. Properties are settings and options for GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.
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