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Unity Cheatsheet

Unity - Game Development for Mobile

Unity ist eine leistungsstarke plattformübergreifende Spiel-Engine, die zur Erstellung von 2D-, 3D-, VR- und AR-Spielen und Simulationen verwendet wird. Dieser Cheatsheet konzentriert sich auf die mobile Spieleentwicklung mit Unity.

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Inhaltsverzeichnis

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Download Unity Hub from unity.com

Unity Hub manages Unity versions and projects

Install Unity version

Open Unity Hub -> Installs -> Add

Select desired Unity version (e.g., 2021.3 LTS)

Add modules: Android Build Support, iOS Build Support

Set environment variables (optional)

UNITY_HOME=/path/to/unity/version

PATH=\(PATH:\)UNITY_HOME/Editor

### Android Setup
```bash
# In Unity Hub, add Android Build Support module
# Unity will install required Android SDK & NDK

# Verify setup in Unity Editor
# Edit -> Preferences -> External Tools
# Check Android SDK, NDK, and JDK paths

# For custom SDK/NDK
# Download from developer.android.com
# Set paths in Unity Editor

iOS Setup (macOS only)

# In Unity Hub, add iOS Build Support module

# Install Xcode from Mac App Store
# Install Xcode Command Line Tools
xcode-select --install

# Install CocoaPods
sudo gem install cocoapods

# Verify setup in Unity Editor
# Edit -> Preferences -> External Tools
# Check Xcode path

Unity Editor

Main Windows

  • Scene View: Visual representation of the game world
  • Game View: Preview of the game as seen by the player
  • Hierarchy: List of all GameObjects in the current scene
  • Project: Browser for all assets in the project
  • Inspector: Properties of the selected GameObject or asset
  • Console: Displays logs, warnings, and errors

Keyboard Shortcuts

  • Q: Hand Tool (pan)
  • W: Move Tool
  • E: Rotate Tool
  • R: Scale Tool
  • T: Rect Tool (for UI)
  • Ctrl/Cmd + S: Save Scene
  • Ctrl/Cmd + P: Play/Pause Game
  • Ctrl/Cmd + Shift + P: Step Frame
  • F: Focus on selected object
  • Ctrl/Cmd + D: Duplicate selected object

Project Management

# Create new project
# Unity Hub -> Projects -> New
# Select template (2D, 3D, URP, HDRP)
# Enter project name and location

# Open existing project
# Unity Hub -> Projects -> Add
# Select project folder

# Upgrade project
# Open project in newer Unity version
# Unity will prompt for upgrade

Core Concepts

GameObject

  • The fundamental objects in Unity that represent characters, props, scenery, cameras, etc.
  • A container for Components.

Component

  • Functional pieces of a GameObject.
  • Examples: Transform, Mesh Renderer, Rigidbody, Collider, Scripts.

Transform Component

  • Every GameObject has a Transform component.
  • Defines the GameObject's position, rotation, and scale.

Scene

  • A container for a set of GameObjects.
  • Represents a level, a menu, or a part of the game.

Prefab

  • A reusable GameObject stored in the Project view.
  • Allows you to create, configure, and store a GameObject complete with all its components, property values, and child GameObjects as a reusable asset.

Asset

  • Any file used in a Unity project, such as models, textures, sounds, scripts, etc.

Scripting with C

Creating a Script

// In Project view, right-click -> Create -> C# Script
// Name the script (e.g., PlayerController)
// Attach script to a GameObject by dragging it to the Inspector

MonoBehaviour Lifecycle

using UnityEngine;

public class PlayerController : MonoBehaviour
{
    // Called when the script instance is being loaded
    void Awake()
    {
        Debug.Log("Awake called");
    }

    // Called on the frame when a script is enabled before any of the Update methods are called the first time
    void Start()
    {
        Debug.Log("Start called");
    }

    // Called every frame
    void Update()
    {
        // Game logic that needs to run every frame
    }

    // Called every fixed framerate frame
    void FixedUpdate()
    {
        // Physics calculations
    }

    // Called every frame, after all Update functions have been called
    void LateUpdate()
    {
        // Camera movement, etc.
    }

    // Called when the object becomes enabled and active
    void OnEnable()
    {
        Debug.Log("OnEnable called");
    }

    // Called when the object becomes disabled or inactive
    void OnDisable()
    {
        Debug.Log("OnDisable called");
    }

    // Called when the MonoBehaviour will be destroyed
    void OnDestroy()
    {
        Debug.Log("OnDestroy called");
    }
}

Accessing Components

// Get component on the same GameObject
Rigidbody rb = GetComponent<Rigidbody>();

// Get component on a child GameObject
Transform childTransform = GetComponentInChildren<Transform>();

// Get component on a parent GameObject
PlayerController parentController = GetComponentInParent<PlayerController>();

// Add component to GameObject
BoxCollider collider = gameObject.AddComponent<BoxCollider>();

// Find GameObject by name
GameObject player = GameObject.Find("Player");

// Find GameObject by tag
GameObject enemy = GameObject.FindWithTag("Enemy");

// Find all GameObjects with tag
GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy");

Input Handling

// Keyboard input
if (Input.GetKeyDown(KeyCode.Space))
{
    // Jump
}

if (Input.GetKey(KeyCode.A))
{
    // Move left
}

if (Input.GetKeyUp(KeyCode.LeftShift))
{
    // Stop sprinting
}

// Mouse input
if (Input.GetMouseButtonDown(0))
{
    // Left mouse button clicked
}

float mouseX = Input.GetAxis("Mouse X");
float mouseY = Input.GetAxis("Mouse Y");

// Touch input
if (Input.touchCount > 0)
{
    Touch touch = Input.GetTouch(0);

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

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

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

Coroutines

using System.Collections;
using UnityEngine;

public class CoroutineExample : MonoBehaviour
{
    void Start()
    {
        StartCoroutine(Fade());
    }

    IEnumerator Fade()
    {
        Debug.Log("Coroutine started");

        // Wait for 2 seconds
        yield return new WaitForSeconds(2f);

        Debug.Log("After 2 seconds");

        // Wait for the end of the frame
        yield return new WaitForEndOfFrame();

        Debug.Log("End of frame");

        // Wait for another coroutine to finish
        yield return StartCoroutine(AnotherCoroutine());

        Debug.Log("Coroutine finished");
    }

    IEnumerator AnotherCoroutine()
    {
        Debug.Log("Another coroutine started");
        yield return new WaitForSeconds(1f);
        Debug.Log("Another coroutine finished");
    }

    // Stop a coroutine
    public void StopMyCoroutine()
    {
        StopCoroutine(Fade());
        StopAllCoroutines();
    }
}

Scene Management

using UnityEngine.SceneManagement;

// Load a scene by name
SceneManager.LoadScene("Level1");

// Load a scene by index
SceneManager.LoadScene(1);

// Load a scene asynchronously
StartCoroutine(LoadSceneAsync("Level2"));

IEnumerator LoadSceneAsync(string sceneName)
{
    AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneName);

    while (!asyncLoad.isDone)
    {
        float progress = Mathf.Clamp01(asyncLoad.progress / 0.9f);
        Debug.Log("Loading progress: " + (progress * 100) + "%");
        yield return null;
    }
}

// Get the current scene
Scene currentScene = SceneManager.GetActiveScene();
string sceneName = currentScene.name;

Physics

Rigidbody

  • Component that enables a GameObject to be affected by physics.
  • Rigidbody: For 3D physics.
  • Rigidbody2D: For 2D physics.
// Get Rigidbody component
Rigidbody rb = GetComponent<Rigidbody>();

// Add force
rb.AddForce(Vector3.forward * 10f, ForceMode.Impulse);

// Add torque (rotation)
rb.AddTorque(Vector3.up * 5f, ForceMode.Force);

// Set velocity
rb.velocity = new Vector3(0, 10, 0);

// Move position (for kinematic rigidbodies)
rb.MovePosition(transform.position + Vector3.forward * Time.deltaTime);

// Move rotation
rb.MoveRotation(transform.rotation * Quaternion.Euler(Vector3.up * 10f * Time.deltaTime));

Collider

  • Defines the shape of a GameObject for physical collisions.
  • BoxCollider, SphereCollider, CapsuleCollider, MeshCollider.
  • BoxCollider2D, CircleCollider2D, CapsuleCollider2D.

Collision Detection

// Called when this collider/rigidbody has begun touching another rigidbody/collider
void OnCollisionEnter(Collision collision)
{
    Debug.Log("Collision entered with: " + collision.gameObject.name);

    if (collision.gameObject.CompareTag("Enemy"))
    {
        // Take damage
    }
}

// Called once per frame for every collider/rigidbody that is touching another rigidbody/collider
void OnCollisionStay(Collision collision)
{
    Debug.Log("Collision staying with: " + collision.gameObject.name);
}

// Called when this collider/rigidbody has stopped touching another rigidbody/collider
void OnCollisionExit(Collision collision)
{
    Debug.Log("Collision exited with: " + collision.gameObject.name);
}

Trigger Detection

  • Colliders can be marked as "Is Trigger" to detect when objects enter their volume without causing a collision.
// Called when the Collider other enters the trigger
void OnTriggerEnter(Collider other)
{
    Debug.Log("Trigger entered by: " + other.gameObject.name);

    if (other.CompareTag("Player"))
    {
        // Collect item
    }
}

// Called once per frame for every Collider other that is touching the trigger
void OnTriggerStay(Collider other)
{
    Debug.Log("Trigger staying with: " + other.gameObject.name);
}

// Called when the Collider other has stopped touching the trigger
void OnTriggerExit(Collider other)
{
    Debug.Log("Trigger exited by: " + other.gameObject.name);
}

Raycasting

// Cast a ray from the camera to the mouse position
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;

if (Physics.Raycast(ray, out hit, 100f))
{
    Debug.Log("Ray hit: " + hit.collider.gameObject.name);
    Debug.Log("Hit point: " + hit.point);
}

// Cast a ray from a transform
if (Physics.Raycast(transform.position, transform.forward, out hit, 10f))
{
    Debug.Log("Forward ray hit: " + hit.collider.gameObject.name);
}

// Raycast with layer mask
int layerMask = 1 << 8; // Layer 8
if (Physics.Raycast(transform.position, Vector3.down, out hit, 2f, layerMask))
{
    Debug.Log("Ground detected");
}

UI System

Canvas

  • The root element for all UI in a scene.
  • Render Mode: Screen Space - Overlay, Screen Space - Camera, World Space.

UI Components

  • Text: Displays text.
  • Image: Displays an image.
  • RawImage: Displays a texture.
  • Button: A clickable button.
  • Toggle: A checkbox.
  • Slider: A draggable slider.
  • Scrollbar: A scrollbar.
  • InputField: A text input field.
  • Panel: A container for other UI elements.
  • ScrollView: A scrollable view.

Rect Transform

  • The Transform component for UI elements.
  • Defines position, size, anchors, and pivot.

Event System

  • Handles input events for UI elements.
  • Requires an EventSystem GameObject in the scene.

Button Click Event

using UnityEngine.UI;

public Button myButton;

void Start()
{
    myButton.onClick.AddListener(OnButtonClick);
}

void OnButtonClick()
{
    Debug.Log("Button clicked!");
}

Accessing UI Components

using UnityEngine.UI;

public Text scoreText;
public Image healthBar;
public InputField nameInput;

void UpdateScore(int score)
{
    scoreText.text = "Score: " + score;
}

void UpdateHealth(float health)
{
    healthBar.fillAmount = health / 100f;
}

string GetPlayerName()
{
    return nameInput.text;
}

Animation

Animator Component

  • Controls animations on a GameObject.
  • Uses an Animator Controller asset to manage animation states.

Animator Controller

  • A state machine for animations.
  • States: Represent individual animations (e.g., Idle, Walk, Run, Jump).
  • Transitions: Define how to move between states.
  • Parameters: Variables that control transitions (e.g., Speed, IsJumping).

Animation Clips

  • Assets that contain animation data (e.g., keyframes for position, rotation, scale).

Controlling Animations from Script

Animator animator = GetComponent<Animator>();

// Set float parameter
animator.SetFloat("Speed", moveSpeed);

// Set bool parameter
animator.SetBool("IsJumping", true);

// Set trigger parameter
animator.SetTrigger("Attack");

// Get current animation state
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
if (stateInfo.IsName("Attack"))
{
    // In attack animation
}

Animation Events

  • Call a function at a specific point in an animation clip.
  • Add an event in the Animation window.
// Function to be called by animation event
public void OnAttackAnimationEnd()
{
    Debug.Log("Attack animation finished");
}
```## Performance Optimization

### Profiler
- Ein Tool zur Analyse und Optimierung der Spielleistung.
- **Fenster -> Analyse -> Profiler**.
- **CPU-Nutzung**: Identifiziere Performance-Engpässe in Skripten.
- **GPU-Nutzung**: Analysiere Rendering-Performance.
- **Speicher**: Verfolge Speicherzuweisungen und identifiziere Speicherlecks.

### Batching
- **Statisches Batching**: Für unbewegliche Objekte, die das gleiche Material teilen.
- **Dynamisches Batching**: Für kleine bewegliche Objekte, die das gleiche Material teilen.

### Culling
- **Frustum Culling**: Automatisch aktiviert. Objekte außerhalb der Kameraansicht werden nicht gerendert.
- **Occlusion Culling**: Verhindert das Rendern von Objekten, die hinter anderen Objekten verborgen sind.

### Level of Detail (LOD)
- Rendert Modelle mit unterschiedlichen Detailebenen basierend auf ihrer Entfernung von der Kamera.

### Texturkompression
- Verwende geeignete Texturkompressionsformate für jede Plattform (z.B. ASTC für Android/iOS).

### Object Pooling
- Wiederverwendung von Objekten anstatt sie häufig zu instanziieren und zu zerstören.
```csharp
#if UNITY_ANDROID
    // Android-specific code
#elif UNITY_IOS
    // iOS-specific code
#else
    // Code for other platforms (e.g., Editor)
#endif
```## Asset-Verwaltung

### AssetBundles
- Archive von Assets, die bei Bedarf geladen werden können.
- Verwendet für herunterladbare Inhalte (DLC) und zur Reduzierung der ursprünglichen App-Größe.

### Addressable Assets
- Ein System zur Verwaltung und zum Laden von Assets nach Adresse.
- Vereinfacht Asset-Verwaltung und -Laden.

### Resources-Ordner
- Ein spezieller Ordner, in dem Assets zur Laufzeit nach Namen geladen werden können.
- Für große Projekte aufgrund von Leistungseinschränkungen nicht empfohlen.
```csharp
// Set screen orientation
Screen.orientation = ScreenOrientation.LandscapeLeft;

// Allow auto-rotation
Screen.autorotateToPortrait = true;
Screen.autorotateToLandscapeLeft = true;
Screen.autorotateToLandscapeRight = true;
Screen.autorotateToPortraitUpsideDown = false;
```## Testing & Debugging

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

        switch (touch.phase)
        {
            case TouchPhase.Began:
                // Handle touch began
                break;

            case TouchPhase.Moved:
                // Handle touch moved
                Vector2 touchDeltaPosition = touch.deltaPosition;
                break;

            case TouchPhase.Ended:
                // Handle touch ended
                break;
        }
    }
}
```### Unity Test Framework
- Ein Framework zum Schreiben und Ausführen von automatisierten Tests in Unity.
- **Fenster -> Allgemein -> Test Runner**.
- **Edit Mode Tests**: Werden im Unity Editor ausgeführt.
- **Play Mode Tests**: Werden während des Spielens ausgeführt.

Would you like me to continue with the remaining sections? The translations follow the specified rules of preserving markdown, keeping technical terms in English, and maintaining structure.```csharp
// Get accelerometer data
Vector3 acceleration = Input.acceleration;

// Use accelerometer for movement
float moveHorizontal = acceleration.x;
float moveVertical = acceleration.y;

Gyroscope

// Enable gyroscope
Input.gyro.enabled = true;

// Get gyroscope data
Quaternion rotation = Input.gyro.attitude;
Vector3 rotationRate = Input.gyro.rotationRate;

Device Vibration

// Vibrate device
Handheld.Vibrate();

Persistent Data

// PlayerPrefs for simple data storage
PlayerPrefs.SetInt("HighScore", 100);
PlayerPrefs.SetString("PlayerName", "John");
PlayerPrefs.SetFloat("Volume", 0.8f);

int highScore = PlayerPrefs.GetInt("HighScore", 0);
string playerName = PlayerPrefs.GetString("PlayerName", "Guest");
float volume = PlayerPrefs.GetFloat("Volume", 1.0f);

PlayerPrefs.Save();

// For complex data, use file I/O
string path = Application.persistentDataPath + "/save.dat";
File.WriteAllText(path, "My save data");
string saveData = File.ReadAllText(path);

Performance Optimization

Profiler

  • A tool to analyze and optimize game performance.
  • Window -> Analysis -> Profiler.
  • CPU Usage: Identify performance bottlenecks in scripts.
  • GPU Usage: Analyze rendering performance.
  • Memory: Track memory allocations and identify memory leaks.

Batching

  • Static Batching: For non-moving objects that share the same material.
  • Dynamic Batching: For small moving objects that share the same material.

Culling

  • Frustum Culling: Automatically enabled. Objects outside the camera's view are not rendered.
  • Occlusion Culling: Prevents rendering of objects that are hidden behind other objects.

Level of Detail (LOD)

  • Renders models with different levels of detail based on their distance from the camera.

Texture Compression

  • Use appropriate texture compression formats for each platform (e.g., ASTC for Android/iOS).

Object Pooling

  • Reuse objects instead of instantiating and destroying them frequently.
public class ObjectPool : MonoBehaviour
{
    public GameObject objectToPool;
    public int amountToPool;
    private List<GameObject> pooledObjects;

    void Start()
    {
        pooledObjects = new List<GameObject>();
        for (int i = 0; i < amountToPool; i++)
        {
            GameObject obj = Instantiate(objectToPool);
            obj.SetActive(false);
            pooledObjects.Add(obj);
        }
    }

    public GameObject GetPooledObject()
    {
        for (int i = 0; i < pooledObjects.Count; i++)
        {
            if (!pooledObjects[i].activeInHierarchy)
            {
                return pooledObjects[i];
            }
        }
        return null;
    }
}

Asset Management

AssetBundles

  • Archives of assets that can be loaded on demand.
  • Used for downloadable content (DLC) and reducing initial app size.

Addressable Assets

  • A system to manage and load assets by address.
  • Simplifies asset management and loading.

Resources Folder

  • A special folder where assets can be loaded by name at runtime.
  • Not recommended for large projects due to performance implications.
// Load asset from Resources folder
Texture2D texture = Resources.Load<Texture2D>("Textures/my_texture");
GameObject prefab = Resources.Load<GameObject>("Prefabs/my_prefab");

Testing & Debugging

Debugging

// Log messages to the console
Debug.Log("This is a log message");
Debug.LogWarning("This is a warning");
Debug.LogError("This is an error");

// Draw debug lines in the Scene view
Debug.DrawLine(transform.position, transform.position + transform.forward * 10f, Color.red);
Debug.DrawRay(transform.position, transform.forward * 10f, Color.green);

// Assertions
Debug.Assert(condition, "Assertion failed");

Unity Test Framework

  • A framework for writing and running automated tests in Unity.
  • Window -> General -> Test Runner.
  • Edit Mode Tests: Run in the Unity Editor.
  • Play Mode Tests: Run in the game while it's playing.
// Edit Mode Test
using NUnit.Framework;

public class CalculatorTests
{
    [Test]
    public void Add_TwoNumbers_ReturnsSum()
    {
        var calculator = new Calculator();
        var result = calculator.Add(2, 3);
        Assert.AreEqual(5, result);
    }
}

// Play Mode Test
using System.Collections;
using NUnit.Framework;
using UnityEngine.TestTools;

public class PlayerTests
{
    [UnityTest]
    public IEnumerator Player_Jumps_ChangesYPosition()
    {
        var player = new GameObject().AddComponent<Player>();
        float initialY = player.transform.position.y;

        player.Jump();

        yield return new WaitForSeconds(0.5f);

        Assert.Greater(player.transform.position.y, initialY);
    }
}

Deployment

Build Settings

  • File -> Build Settings.
  • Select target platform (Android, iOS).
  • Add scenes to the build.
  • Configure player settings.

Player Settings

  • Edit -> Project Settings -> Player.
  • Company Name, Product Name, Version.
  • Icon, Splash Screen.
  • Bundle Identifier (e.g., com.company.product).
  • Scripting Backend (Mono, IL2CPP).
  • API Compatibility Level.

Android Build

# In Build Settings, switch to Android platform
# Connect Android device with USB debugging enabled
# Click "Build and Run"

# To create an APK
# Click "Build"
# Save the APK file

# To create an AAB (Android App Bundle)
# Check "Build App Bundle (Google Play)"
# Click "Build"

iOS Build (macOS only)

# In Build Settings, switch to iOS platform
# Click "Build"
# This will generate an Xcode project

# Open the Xcode project
# In Xcode, set up signing and capabilities
# Select target device and run the app

# To create an archive for App Store
# In Xcode, Product -> Archive

Best Practices

Project Organization

Assets/
├── _Project/
│   ├── Scenes/
│   ├── Scripts/
│   │   ├── Core/
│   │   ├── Gameplay/
│   │   └── UI/
│   ├── Prefabs/
│   ├── Materials/
│   ├── Textures/
│   ├── Animations/
│   └── Audio/
├── Plugins/
├── ThirdParty/
└── Resources/

Coding Practices

  • Use namespaces to organize code.
  • Follow a consistent naming convention (e.g., PascalCase for classes, camelCase for variables).
  • Cache component references in Awake or Start.
  • Avoid using GameObject.Find in Update.
  • Use object pooling for frequently created objects.
  • Optimize loops and avoid unnecessary calculations.

Performance Tips

  • Use the Profiler to identify bottlenecks.
  • Use static batching for static objects.
  • Use LOD for complex models.
  • Compress textures and audio.
  • Use appropriate shaders and avoid overdraw.
  • Keep the hierarchy as flat as possible.

Summary

Unity is a versatile and powerful game engine for mobile development, offering a rich set of tools and features to create high-quality games and interactive experiences.

Key Advantages: - Cross-Platform: Build for Android, iOS, and other platforms from a single codebase. - Rich Ecosystem: Large asset store with ready-to-use assets, tools, and extensions. - Powerful Editor: Intuitive and flexible editor for designing and building games. - Strong Community: Extensive documentation, tutorials, and community support.

Best Use Cases: - 2D and 3D mobile games of all genres. - AR and VR applications. - Interactive simulations and visualizations. - Rapid prototyping and development.

Considerations: - Can have a steep learning curve for beginners. - Performance optimization is crucial for mobile platforms. - Build size can be large if not managed carefully.

By mastering Unity's core concepts, scripting, and mobile-specific features, developers can create engaging and successful mobile games.