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using
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Include namespace
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class
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Define name
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// comment
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Comment: Same line
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/* comment */
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Comment: Multiple lines
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private, protected, public
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Access specifiers
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bool
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Variable: true or false
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int
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Variable: Integer number
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float
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Variable: decimal number
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string
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Variable: Text
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null
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Empty nothing
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+ - * / % ++ --
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Math functions
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if(condition){code}...else if(condition){code}...else {code}
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Conditional statements
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== != > <
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Relational operators
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&& ||
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Logical operators
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switch(){case var: code break; default: code break;}
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Similar to if conditional statement
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Expression ? true: false;
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Similar to if
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while(condition){code}
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Loop: while
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for(init;condition;increment) {code}
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Loop: for
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do{code}while(condition)
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Loop: do...while
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int[] vars = new int[10];
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Array wich contains 10 integers
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vars[0] = 2;
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Assign to an index of an array
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float[] vars = new int[2]{10f,20f};
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Another array
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Methods
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public void DoSmth(){code}
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Function definition
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private void Add(int num1, int num2){code}
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Function with parameters
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private int Sum(){code return int;}
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Function with return type
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Awake()
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Called once before everything else
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OnEnable()
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When a GameObject becomes active
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Start()
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Called once after the Awake, before the Update
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Update()
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Called every frame. Use Time.deltaTime for time relevant code
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FixedUpdate()
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Called every fixed framerate frame. Used when dealing with Rigidbody.
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Instantiate
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Creates a copy of the original object
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Destroy
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Remvoes a gameobject, or component.
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GetComponent <Type>()
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Returns the component of Type if the game object has one attached
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gameobject.transform.position
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Vector3 Position of a GameObject
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gameobject.transform.rotation
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Quaternion rotation of a GameObject
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Quaternion.Euler
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Returns the quaternion of euler rotation
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Collider
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OnCollisionEnter(2D)
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Called when this collider/rigidbody has begun touching another rigidbody/collider
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OnCollisionExit(2D)
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Called when this collider/rigidbody has stopped touching another rigidbody/collider.
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OnTriggerEnter(2D)
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Called when this Collider other enters a trigger Collider.
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OnTriggerExit(2D)
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Called when this Collider other has stopped touching a trigger collider.
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isTrigger
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Triggers collision without physics
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Physics.Raycast
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Checks if there are colliders in a line
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RigidBody
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isKinematic
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Controls whether physics affects the rigidbody.
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useGravity
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Controls whether gravity affects this rigidbody.
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AddForce
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Applies a force of a vector to the rigidbody
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AddTorque
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Adds torque to the rigidbody
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Other
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Input.GetKeyDown("Fire1")
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Returns true or false for key
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Lerp
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Linear interpolation between values in time from 0 to 1
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Mathf
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Math functions
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