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https://github.com/ozankasikci/unity-cheat-sheet

C# Cheat sheet for Unity
https://github.com/ozankasikci/unity-cheat-sheet

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C# Cheat sheet for Unity

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# Unity Cheat Sheet

## Table of Contents

- [Basics](#basics)
- [MonoBehaviour](#monobehaviour)
- [Transform](#transform)
- [Vector3](#vector3)
- [Quaternion](#quaternion)
- [Euler Angles](#euler-angles)
- [Movement & Rotation](#movement--rotation)
- [Move Object](#move-object)
- [Transform.Translate()](#transformtranslate)
- [Vector3.MoveTowards()](#vector3movetowards)
- [Vector3.Lerp()](#vector3lerp)
- [Vector3.SmoothDamp()](#vector3smoothdamp)
- [Rotate Object](#rotate-object)
- [Transform.rotation](#transformrotation)
- [Transform.eulerAngles](#transformeulerangles)
- [Transform.Rotate()](#transformrotate)
- [Transform.RotateAround()](#transformrotatearound)
- [Transform.LookAt()](#transformlookat)
- [Quaternion.LookRotation()](#quaternionlookrotation)
- [Quaternion.FromToRotation()](#quaternionfromtorotation)
- [Quaternion.ToAngleAxis()](#quaterniontoangleaxis)
- [Physics](#physics)
- [Raycast](#raycast)
- [Ignore Collision](#ignorecollision)
- [Input](#input)
- [Keyboard](#keyboard)
- [Mouse](#mouse)
- [Touch](#touch)
- [UI](#ui)
- [Button](#button)
- [Slider](#slider)
- [Audio](#audio)
- [Basic Audio Play](#basic-audio-play)
- [Design Patterns](#design-patterns)
- [Singleton](#singleton)
- [Factory Pattern](#factory-pattern)
- [Observer Pattern](#observer-pattern)
- [Command Pattern](#command-pattern)
- [State Pattern](#state-pattern)
- [Practical Use Cases](#practical-use-cases)
- [Check if object is on the ground](#check-if-object-is-on-the-ground)
- [Get the transform of a Body Bone](#get-the-transform-of-a-body-bone)
- [Make object look at the camera](#make-object-look-at-the-camera)
- [Load next scene](#load-next-scene)

## Basics

### [MonoBehaviour](https://docs.unity3d.com/ScriptReference/MonoBehaviour.html)
[MonoBehaviour Life Cycle Flow Chart](https://docs.unity3d.com/uploads/Main/monobehaviour_flowchart.svg)
```csharp
// MonoBehaviour is the base class from which every Unity script derives.
// Offers some life cycle functions that are easier for you to develop your game.

// Some of the most frequently used ones are as follows;
Awake()
Start()
Update()
FixedUpdate()
LateUpdate()
OnGUI()
OnEnable()
OnDisable()
```

### [Transform](https://docs.unity3d.com/ScriptReference/Transform.html)
```csharp
// Every object in a Scene has a Transform.
// It's used to store and manipulate the position, rotation and scale of the object.

transform.position.x = 0;
```

### [Vector3](https://docs.unity3d.com/ScriptReference/Vector3.html)
```csharp
// Vector3 is representation of 3D vectors and points
// It's used to represent 3D positions,considering x,y & z axis.

Vector3 v = new Vector3(0f, 0f, 0f);
```

### [Quaternion](https://docs.unity3d.com/ScriptReference/Quaternion.html)
```csharp
// A Quaternion stores the rotation of the Transform in world space.
// Quaternions are based on complex numbers and don't suffer from gimbal lock.
// Unity internally uses Quaternions to represent all rotations.
// You almost never access or modify individual Quaternion components (x,y,z,w);

// A rotation 30 degrees around the y-axis
Quaternion rotation = Quaternion.Euler(0, 30, 0);
```

### Euler Angles
```csharp
// Euler angles are "degree angles" like 90, 180, 45, 30 degrees.
// Quaternions differ from Euler angles in that they represent a point on a Unit Sphere (the radius is 1 unit).

// Create a quaternion that represents 30 degrees about X, 10 degrees about Y
Quaternion rotation = Quaternion.Euler(30, 10, 0);

// Using a Vector
Vector3 EulerRotation = new Vector3(30, 10, 0);
Quaternion rotation = Quaternion.Euler(EulerRotation);

// Convert a transform's Quaternion angles to Euler angles
Quaternion quaternionAngles = transform.rotation;
Vector3 eulerAngles = quaternionAngles.eulerAngles;
```

## Movement & Rotation

### Move Object
#### Transform.Translate()
```csharp
// Moves the transform in the direction and distance of translation.
public void Translate(Vector3 translation);
public void Translate(Vector3 translation, Space relativeTo = Space.Self);

transform.Translate(Vector3.right * movementSpeed);
```

#### Vector3.MoveTowards()
```csharp
// Calculate a position between the points specified by current and target
// Moving no farther than the distance specified by maxDistanceDelta
public static Vector3 MoveTowards(Vector3 current, Vector3 target, float maxDistanceDelta);

Vector3 targetPosition;
transform.position = Vector3.MoveTowards(transform.position, targetPosition, Time.deltaTime);
```

#### Vector3.Lerp()
```csharp
// Linearly interpolates between two points. Results in a smooth transition.
public static Vector3 Lerp(Vector3 startValue, Vector3 endValue, float interpolationRatio);

Vector3 targetPosition;
float t = 0;
t += Time.deltaTime * speed;
transform.position = Vector3.Lerp(transform.position, targetPosition, t);
```

#### Vector3.SmoothDamp()
```csharp
// Gradually changes a vector towards a desired goal over time.
// The vector is smoothed by some spring-damper like function, which will never overshoot.
// The most common use is for smoothing a follow camera.
public static Vector3 SmoothDamp(Vector3 current, Vector3 target, ref Vector3 currentVelocity, float smoothTime, float maxSpeed = Mathf.Infinity, float deltaTime = Time.deltaTime);

float smoothTime = 1f;
Vector3 velocity;
Vector3 targetPosition = target.TransformPoint(new Vector3(0, 5, -10));
// Smoothly move the camera towards that target position
transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, smoothTime);
```

### Rotate Object
#### Transform.rotation
```csharp
// A Quaternion stores the rotation of the Transform in world space.
// Quaternions are based on complex numbers and don't suffer from gimbal lock.
// Unity internally uses Quaternions to represent all rotations.

transform.rotation = new Quaternion(rotx, roty, rotz, rotw);
```

#### Transform.eulerAngles
```csharp
// Transform.eulerAngles represents rotation in world space.
// It is important to understand that although you are providing X, Y, and Z rotation values to describe your rotation
// those values are not stored in the rotation. Instead, the X, Y & Z values are converted to the Quaternion's internal format.

transform.eulerAngles = Vector3(rotx, roty, rotz);
```

#### Transform.Rotate()
```csharp
// Applies rotation around all the given axes.
public void Rotate(Vector3 eulers, Space relativeTo = Space.Self);
public void Rotate(float xAngle, float yAngle, float zAngle, Space relativeTo = Space.Self);

transform.Rotate(rotx, roty, rotz);
```

#### Transform.RotateAround()
```csharp
// Rotates the transform about axis passing through point in world coordinates by angle degrees.
public void RotateAround(Vector3 point, Vector3 axis, float angle);

// Spin the object around the target at 20 degrees/second.
Transform target;
transform.RotateAround(target.position, Vector3.up, 20 * Time.deltaTime);
```

#### Transform.LookAt()
```csharp
// Points the positive 'Z' (forward) side of an object at a position in world space.
public void LookAt(Transform target);
public void LookAt(Transform target, Vector3 worldUp = Vector3.up);

// Rotate the object's forward vector to point at the target Transform.
Transform target;
transform.LookAt(target);

// Same as above, but setting the worldUp parameter to Vector3.left in this example turns the object on its side.
transform.LookAt(target, Vector3.left);
```

#### Quaternion.LookRotation()
```csharp
// Creates a rotation with the specified forward and upwards directions.
public static Quaternion LookRotation(Vector3 forward, Vector3 upwards = Vector3.up);

// The following code rotates the object towards a target object.
Vector3 direction = target.position - transform.position;
Quaternion rotation = Quaternion.LookRotation(direction);
transform.rotation = rotation;
```

#### Quaternion.FromToRotation()
```csharp
// Creates a rotation (a Quaternion) which rotates from fromDirection to toDirection.
public static Quaternion FromToRotation(Vector3 fromDirection, Vector3 toDirection);

// Sets the rotation so that the transform's y-axis goes along the z-axis.
transform.rotation = Quaternion.FromToRotation(Vector3.up, transform.forward);
```

#### Quaternion.ToAngleAxis()
```csharp
// Converts a rotation to angle-axis representation (angles in degrees).
// In other words, extracts the angle as well as the axis that this quaternion represents.
public void ToAngleAxis(out float angle, out Vector3 axis);

// Extracts the angle - axis rotation from the transform rotation
float angle = 0.0f;
Vector3 axis = Vector3.zero;
transform.rotation.ToAngleAxis(out angle, out axis);
```

## Physics
### Raycast

```csharp
void FixedUpdate() {
// Bit shift the index of the layer (8) to get a bit mask
int layerMask = 1 << 8;

// This would cast rays only against colliders in layer 8.
// But instead we want to collide against everything except layer 8. The ~ operator does this, it inverts a bitmask.
layerMask = ~layerMask;

RaycastHit hit;
// Does the ray intersect any objects excluding the player layer
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, Mathf.Infinity, layerMask)) {
Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * hit.distance, Color.yellow);
Debug.Log("Did Hit");
}
}
```

### IgnoreCollision
```csharp
// Makes the collision detection system ignore all collisions between collider1 and collider2.
public static void IgnoreCollision(Collider collider1, Collider collider2, bool ignore = true);

// Here we're disabling the collision detection between the colliders of ally and bullet objects.
Transform bullet;
Transform ally;
Physics.IgnoreCollision(bullet.GetComponent(), ally.GetComponent());
```

## Input

### Keyboard

```csharp
// Returns true during the frame the user starts pressing down the key
if (Input.GetKeyDown(KeyCode.Space)) {
Debug.Log("Space key was pressed");
}

// Jump is also set to space in Input Manager
if (Input.GetButtonDown("Jump")) {
Debug.Log("Do something");
}
```

### Mouse

```csharp
if (Input.GetAxis("Mouse X") < 0) {
Debug.Log("Mouse moved left");
}

if (Input.GetAxis("Mouse Y") > 0) {
Debug.Log("Mouse moved up");
}

if (Input.GetMouseButtonDown(0)) {
Debug.Log("Pressed primary button.");
}

if (Input.GetMouseButtonDown(1)) {
Debug.Log("Pressed secondary button.");
}

if (Input.GetMouseButtonDown(2)) {
Debug.Log("Pressed middle click.");
}
```

### Touch
```csharp
if (Input.touchCount > 0) {
touch = Input.GetTouch(0);

if (touch.phase == TouchPhase.Began) {
Debug.Log("Touch began");
}

if (touch.phase == TouchPhase.Moved) {
Debug.Log("Touch moves");
}

if (touch.phase == TouchPhase.Ended) {
Debug.Log("Touch ended");
}
}
```

## UI

### Button

```csharp
// Button is used to handle user clicks and interactions.
// Attach this script to a Button component to respond to button clicks.

using UnityEngine.UI;

Button myButton = GetComponent();
myButton.onClick.AddListener(MyButtonClickHandler);

void MyButtonClickHandler() {
Debug.Log("Button Clicked!");
}
```

### Slider
```csharp
// Slider is used for selecting a value within a range.
// Attach this script to a Slider component to respond to value changes.

using UnityEngine.UI;

Slider mySlider = GetComponent();
mySlider.onValueChanged.AddListener(MySliderValueChangedHandler);

void MySliderValueChangedHandler(float value) {
Debug.Log("Slider Value: " + value);
}
```

## Audio

### Basic Audio Play

```csharp
public class PlayAudio : MonoBehaviour {
public AudioSource audioSource;

void Start() {
// Calling Play on an Audio Source that is already playing will make it start from the beginning
audioSource.Play();
}
}
```

## Design Patterns
### Singleton

```csharp
// Define singleton class
public class SingletonClass: MonoBehaviour {
private static SingletonClass instance;

public static SingletonClass Instance { get { return instance; } }

private void Awake() {
if (instance != null && instance != this) {
Destroy(this.gameObject);
} else {
instance = this;
}
}

private void SomeFunction() {
}
}

// Use it in another class
public class AnotherClass: MonoBehaviour {

private void Awake() {
SingletonClass.Instance.SomeFunction();
}
}
```

### Factory Pattern
```csharp
// Interface for the enemy
public interface IEnemy {
void Attack();
void TakeDamage(int damage);
}

// Concrete implementation of the enemy: Goblin
public class Goblin : IEnemy {
public void Attack() => Debug.Log("Goblin attacking!");
public void TakeDamage(int damage) => Debug.Log($"Goblin taking {damage} damage.");
}

// Concrete implementation of the enemy: Orc
public class Orc : IEnemy {
public void Attack() => Debug.Log("Orc attacking!");
public void TakeDamage(int damage) => Debug.Log($"Orc taking {damage} damage.");
}

// Factory interface for creating enemies
public interface IEnemyFactory {
IEnemy CreateEnemy();
}

// Concrete implementation of the factory: GoblinFactory
public class GoblinFactory : IEnemyFactory {
public IEnemy CreateEnemy() => new Goblin();
}

// Concrete implementation of the factory: OrcFactory
public class OrcFactory : IEnemyFactory {
public IEnemy CreateEnemy() => new Orc();
}

// Client class using the factory to create and interact with enemies
public class GameManager : MonoBehaviour {
private void Start() {
InteractWithEnemy(new GoblinFactory());
InteractWithEnemy(new OrcFactory());

// You can introduce new concrete implementations of IEnemy
// without modifying existing client code
// adhering to the open/closed principle of SOLID design
}

private void InteractWithEnemy(IEnemyFactory factory) {
IEnemy enemy = factory.CreateEnemy();

// Consistent interaction regardless of the enemy type
enemy.Attack();
enemy.TakeDamage(20);
}
}
```

### Observer Pattern
```csharp
// Observer interface
public interface IObserver {
void UpdateObserver(string message);
}

// Concrete implementation of the observer
public class ConcreteObserver : IObserver {
private string name;

public ConcreteObserver(string name) {
this.name = name;
}

public void UpdateObserver(string message) {
Debug.Log($"{name} received message: {message}");
}
}

// Subject class
public class Subject {
private List observers = new List();

public void AddObserver(IObserver observer) {
observers.Add(observer);
}

public void RemoveObserver(IObserver observer) {
observers.Remove(observer);
}

public void NotifyObservers(string message) {
foreach (var observer in observers) {
observer.UpdateObserver(message);
}
}
}

// Example of usage
public class ObserverExample : MonoBehaviour {
private void Start() {
Subject subject = new Subject();

ConcreteObserver observer1 = new ConcreteObserver("Observer 1");
ConcreteObserver observer2 = new ConcreteObserver("Observer 2");

subject.AddObserver(observer1);
subject.AddObserver(observer2);

// Notify all observers
subject.NotifyObservers("Hello Observers!");
}
}

```

### Command Pattern
```csharp
// Command interface
public interface ICommand {
void Execute();
}

// Concrete command classes
public class MoveCommand : ICommand {
private Transform transform;
private Vector3 direction;
private float distance;

public MoveCommand(Transform transform, Vector3 direction, float distance) {
this.transform = transform;
this.direction = direction;
this.distance = distance;
}

public void Execute() {
transform.Translate(direction * distance);
}
}

// Invoker class
public class CommandInvoker {
private Stack commandStack = new Stack();

public void ExecuteCommand(ICommand command) {
commandStack.Push(command);
command.Execute();
}

public void Undo() {
if (commandStack.Count > 0) {
var command = commandStack.Pop();
// Implement an undo method if necessary
}
}
}

// Usage
public class CommandUser : MonoBehaviour {
private CommandInvoker invoker = new CommandInvoker();

void Update() {
if (Input.GetKeyDown(KeyCode.UpArrow)) {
ICommand moveUp = new MoveCommand(transform, Vector3.up, 1.0f);
invoker.ExecuteCommand(moveUp);
}

// Add other directions and invoker.Undo() for undos
}
}
```

### State Pattern
```csharp
// State interface
public interface IState {
void Enter();
void Execute();
void Exit();
}

// Concrete state classes
public class IdleState : IState {
private readonly StateMachine stateMachine;

public IdleState(StateMachine stateMachine) {
this.stateMachine = stateMachine;
}

public void Enter() {
Debug.Log("Entered Idle State");
}

public void Execute() {
Debug.Log("Executing Idle State");
}

public void Exit() {
Debug.Log("Exited Idle State");
}
}

public class MoveState : IState {
private readonly StateMachine stateMachine;

public MoveState(StateMachine stateMachine) {
this.stateMachine = stateMachine;
}

public void Enter() {
Debug.Log("Entered Move State");
}

public void Execute() {
Debug.Log("Executing Move State");
}

public void Exit() {
Debug.Log("Exited Move State");
}
}

// StateMachine class
public class StateMachine {
private IState currentState;

public void ChangeState(IState newState) {
if (currentState != null) {
currentState.Exit();
}
currentState = newState;
currentState.Enter();
}

public void Update() {
if (currentState != null) {
currentState.Execute();
}
}
}

// Character class that uses the StateMachine
public class Character : MonoBehaviour {
private StateMachine stateMachine;

private void Start() {
stateMachine = new StateMachine();
stateMachine.ChangeState(new IdleState(stateMachine));
}

private void Update() {
stateMachine.Update();

// Example state transitions based on conditions
if (Input.GetKeyDown(KeyCode.Space)) {
stateMachine.ChangeState(new MoveState(stateMachine));
}
}
}
```

## Practical Use Cases

### Check if object is on the ground

```csharp
RaycastHit hit;

// Unlike this example, most of the time you should pass a layerMask as the last option to hit only to the ground
if (Physics.Raycast(transform.position, -Vector3.up, out hit, 0.5f)) {
Debug.log("Hit something below!");
}
```

### Get the transform of a Body Bone

```csharp
Animator animator;

Transform transform = animator.GetBoneTransform(HumanBodyBones.Head);
```

### Make object look at the camera

```csharp
var camPosition = Camera.main.transform.position;

transform.rotation = Quaternion.LookRotation(transform.position - camPosition);
```

### Load next scene

```csharp
var nextSceneToLoad = SceneManager.GetActiveScene().buildIndex + 1;
var totalSceneCount = SceneManager.sceneCountInBuildSettings;

if (nextSceneToLoad < totalSceneCount) {
SceneManager.LoadScene(nextSceneToLoad);
}
```