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Unity - Scripting Tutorial, Notas de estudo de Desenvolvimento de Jogos Digitais

Introdução a scripts com Unity 3D. Documento em inglês.

Tipologia: Notas de estudo

2012

Compartilhado em 04/03/2012

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Introduction to scripting with Unity
Scripting is an essential part of Unity as it
defines the behaviour of your game. This
tutorial will introduce the fundamentals of
scripting using Javascript. No prior knowledge
of Javascript or Unity is required.
Time to complete: 2 hours.
Author: Graham McAllister
Contents
1. Aims of this tutorial
2. Prerequisites
3. Naming conventions
4. Player Input
5. Connecting variables
6. Accessing components
7. Instantiate
8. Debugging
9. Common Script Types
1. Aims of this tutorial
Scripting is how the user defines a games behaviour (or
rules) in Unity. The recommended programming
language for Unity is Javascript, however C# or Boo
can also be used. This tutorial will cover the
fundamentals of scripting in Unity and also introduce key
elements of the Application Programming Interface (API).
You can think of the API as code that has already been
written for you which lets you concentrate on your game
design and also speeds up development time.
A good understanding of these basic principles is
essential in order to harness the full power of Unity.
2. Prerequisites
This tutorial focuses on the scripting element of Unity, it
is assumed you are already familiar with Unitys interface
(if not you should read the Unity GUI tutorial).
In order to make scripting easier to understand, it is
preferable to have a code editor that has syntax
highlighting support for Javascript. This means that
reserved words (syntax used by Javascript itself) are
coloured differently than user defined words. One such
editor is SubEthaEdit.
NB: any text that requires the user to take an action
begins with a -.
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Introduction to scripting with Unity

Scripting is an essential part of Unity as it

defines the behaviour of your game. This

tutorial will introduce the fundamentals of

scripting using Javascript. No prior knowledge

of Javascript or Unity is required.

Time to complete: 2 hours.

Author: Graham McAllister

Contents

1. Aims of this tutorial

2. Prerequisites

3. Naming conventions

4. Player Input

5. Connecting variables

6. Accessing components

7. Instantiate

8. Debugging

9. Common Script Types

1. Aims of this tutorial Scripting is how the user defines a game’s behaviour (or rules) in Unity. The recommended programming language for Unity is Javascript , however C# or Boo can also be used. This tutorial will cover the fundamentals of scripting in Unity and also introduce key elements of the Application Programming Interface (API). You can think of the API as code that has already been written for you which lets you concentrate on your game design and also speeds up development time. A good understanding of these basic principles is essential in order to harness the full power of Unity. 2. Prerequisites This tutorial focuses on the scripting element of Unity, it is assumed you are already familiar with Unity’s interface (if not you should read the Unity GUI tutorial). In order to make scripting easier to understand, it is preferable to have a code editor that has syntax highlighting support for Javascript. This means that reserved words (syntax used by Javascript itself) are coloured differently than user defined words. One such editor is SubEthaEdit. NB : any text that requires the user to take an action begins with a ‘-’.

3. Naming Conventions Before we begin, it is worth mentioning some conventions in Unity. Variables - begin with a lowercase letter. Variables are used to store information about any aspects of a game’s state. Functions - begin with an uppercase letter. Functions are blocks of code which are written once and can then be reused as often as needed. Classes - begin with an uppercase letter. These can be thought of as collections of functions. Tip: When reading example code or the Unity API, pay close attention to the first letter of words. This will help you better understand the relationship between objects. 4. Player Input For our first program we’re going to allow the user to move around in a simple game world.

Setting the scene

  • Start Unity. Firstly, let’s create a surface for the user to walk on. The surface we’re going to use is a flattened cube shape.
  • Create a cube and scale its x,y,z dimensions to 5, 0.1, 5 respectively, it should now resemble a large flat plane. Rename this object ‘Plane’ in the Hierarchy View.
  • Create a 2nd cube and place it at the centre of this plane. If you can’t see the objects in your Game View, alter the main camera so they’re visible. Rename the object to Cube1.
  • You should also create a point light and place it above the cubes so that they’re more easily visible.
  • Save the scene by selecting File->Save As and give the game a name.

Our first script

We’re now ready to start game programming. We’re going to allow the player to move around the game world by controlling the position of the main camera. To do this we’re going to write a script which will read input from the keyboard, then we attach (associate) the script with the main camera (more on that in the next section).

  • Begin by creating an empty script. Select Assets->Create->Javascript and rename this script to Move1 in the Project Panel.
  • Double-click on the Move1 script and it will open with the Update() function already inserted (this is default behaviour), we’re going to insert our code inside this function. Any code you insert inside the Update() function will be executed every frame.

var speed = 5.0; function Update () { var x = Input.GetAxis("Horizontal") * Time.deltaTime * speed; var z = Input.GetAxis("Vertical") * Time.deltaTime * speed; transform.Translate(x, 0, z); }

  • Update the Move1 script with the above code. Notice here that the variable speed is declared outside of the function Update(), this is called an exposed variable , as this variable will appear in the Inspector View for whatever game object the script is attached to (the variable gets exposed to the Unity GUI). Exposing variables are useful when the value needs to be tweaked to get the desired effect, this is much easier than changing code. 5. Connecting Variables Connecting variables via the GUI is a very powerful feature of Unity. It allows variables which would normally be assigned in code to be done via drag and drop in the Unity GUI. This allows for quick and easy prototyping of ideas. As connecting variables is done via the Unity GUI, we know we always need to expose a variable in our script code so that we can assign the parameter in the Inspector View. We’ll demonstrate the connecting variables concept by creating a spotlight which will follow the player (Main Camera) around as they move.
  • Add a spotlight to the Scene View. Move it if necessary so it’s close to the other game objects.
  • Create a new Javascript and rename it to Follow. Let’s think what we want to do. We want our new spotlight to look at wherever the main camera is. As it happens, there’s a built in function in Unity to do this, transform.LookAt(). If you were beginning to think ‘how do I do this?’ and were already imagining a lot of code, then it’s worth remembering to always check the Unity API for a function that already exists. We could also make a good guess at looking in the ‘transform’ section of the API as we’re interested in altering the position or rotation of a game object. Now we come to the connecting variables section; what do we use as a parameter for LookAt()? Well we could hardcode a game object, however we know we want to assign the variable via the GUI, so we’ll just use an exposed variable (of type Transform). Our Follow.js script should look like this: var target : Transform; function Update () { transform.LookAt(target); }
  • Attach the script to the spotlight and notice when the component gets added, the “target” variable is exposed.
  • With the spotlight still selected, drag the Main Camera from the Hierarchy View onto the “target” variable in the Inspector View. This assigns the target variable, i.e. the spotlight will now follow the Main Camera. If we wanted the spotlight to follow a different game object we could just drag in a different object (as long as it was of type Transform of course).
  • Play the game. If you watch the Scene View you should see the spotlight following the Main Camera around. You may want to change the position of the spotlight to improve the effect. 6. Accessing Components As a game object can have multiple scripts (or other components) attached, it is often necessary to access other component’s functions or variables. Unity allows this via the GetComponent() function. We’re now going to add another script to our spotlight which will make it look at Cube whenever the jump button (spacebar by default) is pressed. Let’s think about this first, what do we want to do:
  1. Detect when the jump button has been pressed.
  2. When jump has been pressed make the spotlight look at Cube1. How do we do this? Well, the Follow script contains a variable “target” whose value determines which game object the spotlight should look at. We need to set a new value for this parameter. We could hardcode the value for the cube (see the section ‘Doing it with code’ later), however we know that exposing the variable and assigning this via the GUI is a better way of doing this.
  • Create a new Javascript and name it Switch. Add the following code to Switch.js: var switchToTarget : Transform; function Update () { if (Input.GetButtonDown("Jump")) GetComponent(Follow).target = switchToTarget; } Notice in particular how Follow is the parameter to GetComponent(), this returns a reference to the Follow script which we can then use to access its “target” variable.
  • Add the Switch script to the spotlight and assign Cube1 to the switchToTarget parameter in the Inspector View.
  • Run the game. Move around and verify that the spotlight follows you as usual, then hit the spacebar and the spotlight should focus on the Cube1.

Doing it with code

Earlier in the tutorial we mentioned that it would be possible to assign the variables via code (as opposed to the Unity GUI), let’s take a look at how you would do that.

7. Instantiate It is often desirable to create objects during run-time (as the game is being played). To do this, we use the Instantiate function. Let’s show how this works by instantiating (creating) a new game object every time the user presses the fire button (either the left mouse button or left ctrl on the keyboard by default). So what do we want to do? We want the user to move around as usual, and when they hit the fire button, instantiate a new object. A few things to think about:

  1. Which object do we instantiate?
  2. Where do we instantiate it? Regarding which object to instantiate, the best way of solving this is to expose a variable. This means we can state which object to instantiate by using drag and drop to assign a game object to this variable. As for where to instantiate it, for now we’ll just create the new game object wherever the user (Main Camera) is currently located whenever the fire button is pressed. The Instantiate function takes three parameters; (1) the object we want to create, (2) the 3D position of the object and (3) the rotation of the object. The complete code to do this is as follows (Create.js): var newObject : Transform; function Update () { if (Input.GetButtonDown("Fire1")) { Instantiate(newObject, transform.position, transform.rotation); } } Don’t forget that transform.position and transform.rotation are the position and rotation of the transform that the script is attached to, in our case this will be the Main Camera. However, when an object is instantiated, it is usual for that object to be a prefab. We’ll now turn the Cube1 game object into a prefab.
  • Firstly, let’s create an empty prefab. Select Assets->Create->Prefab. Rename this prefab to Cube.
  • Drag the Cube1 game object from the Hierarchy View onto the Cube prefab in the Project view. Notice the prefab icon changes. Now we can create our Javascript code.
  • Create a new Javascript and name it Create. Insert the above code.
  • Attach this script to the Main Camera and assign the Cube prefab to the newObject variable of Main Camera.
  • Play the game and move around as usual. Each time the fire button is clicked (LMB or left ctrl) and you should notice a new cube appearing.

8. Debugging Debugging is the skill of finding and fixing human errors in your code (ok let’s call them mistakes!). Unity provides help via the Debug class, we’ll now look at the Debug.Log() function.

Log

The Log() function allows the user to send a message to the Unity Console. Reasons for doing this might include:

  1. To prove that a certain part of the code is being reached during run-time.
  2. To report the status of a variable. We’ll now use the Log() function to send a message to the Unity Console when the user clicks the fire button.
  • Open the Create script and add the following line after the ‘Instantiate’ code inside the ‘if’ block: Debug.Log("Cube created");
  • Run the game and click the fire button, you should see a line appear at the bottom of the Unity GUI saying “Cube created”, you can click on this to examine the Unity Console.

Watch

Another useful feature for debugging is exposing a private variable. This makes the variable visible in the Inspector View when the Debug mode is selected, but it cannot be edited. To demonstrate this, we’ll expose a private variable to count the number of cubes that we instantiate.

  • Open the Create script again and add two lines: (1) Add a private variable called cubeCount (2) Increment this variable whenever a cube is instantiated. The complete code is a follows (Create.js): var newObject : Transform; private var cubeCount = 0; function Update () { if (Input.GetButtonDown("Fire1")) { Instantiate(newObject, transform.position, transform.rotation); Debug.Log("Cube created"); cubeCount++; } }

OnMouseOver()

Code inside here is executed when the mouse hovers over a game object which contains a GUIElement or a Collider. // Fades the red component of the material to zero // while the mouse is over the mesh function OnMouseOver () { renderer.material.color.r -= 0.1 * Time.deltaTime; } Check the Unity API for more information on all of these functions.

Summary

This tutorial has introduced the essential scripting concepts in Unity. You

should now read other Unity tutorials or try experimenting yourself!