Unity gameobject. Unity uses a Component Base Object Management approach.
● Unity gameobject hand = GameObject. This is default Unity set up for a ScrollView game object. There's a famous article about it in Game Programming Gems 5. Here is the corresponding Unity documentation. According to explanations of Unity documentation pages about Static GameObjects, sometimes marking GameObjects as static may affect performance in a bad way (for example Static Batching causes more memory usage). \$\endgroup\$ Unity Hit Collider GameObject is Null when Collider is Child (Line-of-Sight Detection Problem) When you move or rotate your object, its relative or pivots around the pivot/origin. That lets you do things like create invincible enemies just by removing the health component, rather than writing new invincibility logic to handle that case. Any object or type (in this case GameObject) is defined as a collection of Components, each one responsible for a No, you can't extend GameObject to add more variables to it (The Unreal Engine works like that, by the way, but Unity doesn't). The only other thing I've added is a Controller game object, to hold our sample scroll view populator script. You may find working in Unity goes smoother when you embrace this paradigm, thinking of shared behaviours like health as a common component, rather than ancestral baggage. gameObject. For example, using this. . From Unity Reference: // This will return the game object named Hand in the scene. So when should i exactly want to use these functionalities? Thanks in advance. In a few words suchs systems put the accent on Composition over Inheritance. The component based design of Unity means the script you're writing can be attached to any game object. GetComponent to access a component, without testing if the component exists on the gameobject this script is currently attached to. Indeed, you cannot change the pivot directly in Unity. Unity uses a Component Base Object Management approach. Properties of a gameObject belong to the component (aka MonoBehaviour) where they make the most sense thematically and technically. Unity uses a Component Base Object Management approach. I'm a relative beginner trying to learn Unity, and I'm trying to do something that I thought would be relatively simple: Have a piece of text hover over an object, following it if it moves around the screen. @qqqqqqq you could change in the Unity Scene view between Pivot and Center to see the difference. And that this will only return one object. \$\endgroup\$ – Expecting the same composition of every gameobject. Find("Hand"); You must remember that when trying to access objects via script, any inactive GameObjects are not included in the search. I understand that a UI element can't be directly attached to an object because it has to exist on a canvas, so I tried writing a simple script that would move the UI Here is the scene hierarchy, with the Content game object as a child of the Viewport, which in turn is a child of the Scrollbar gameobject. eyazpfotsapvwuqwicrziofrcnbwyurvcjbwzyypiadrkstwh