Using Unityengine

Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.

  • Unity Tutorial
  • Unity Useful Resources

Namespace UnityEngine.AddressableAssets. This class can be used in scripts as a field and will use a CustomPropertyDrawer to provide a DropDown UI of available labels. You are supposed to put the path of the UnityEngine.dll there, not just UnityEngine.dll, unless it exists in the working directory, which is highly unlikely. According to this answer, you can easily find UnityEngine.dll (and other dlls as well) in your file system.

  • Selected Reading

Windows Store Apps: Managed-To-Native functions now use Platform Invoke to perform interop, performance should be better now. Windows Store Apps: New APIs. UnityEngine.Windows.File, UnityEngine.Windows.Directory for accessing directories and files. UnityEngine.WSA.Application for invoking calls on different threads. View BuildTargetDiscovery.bindings.cs from COMPUTER 105 at De La Salle University. Using using using using using using using System; UnityEngine; UnityEngine.Bindings; UnityEngine.Scripting; UnityEdit.


Unity’s inbuilt text UI is a great starting point for learners to get into designing UI, even if it tends to be overshadowed by more powerful and efficient community-built assets.

For our purpose, the vanilla Text element is more than sufficient to get started.

Text being a distinct UI element of its own is primarily due to the dynamism of that element. For example, printing the player’s current score to the screen requires the numeric value of the score to be converted to a string, generally through the .toString() method, before it is displayed.

To insert a Text UI element, go to the Scene Heirarchy, Create → UI → Text.

A new Text element should show up in your Canvas region. If we have a look at its properties, we will see some very useful options.

What is most significant of all, however, is the Text field. You can type out what you want the text box to say in that field, but we want to go a step further than that.

To change the font of the text, you must first import the font file from your computer into Unity, as an Asset. A font does not need to be actively attached to anything in the scene, and it can be directly referenced from the Assets.

The Text element can be accessed through scripting as well; this is where the importance of dynamic UI comes in.

Instead of the console, outputting how many times the button has been pressed, as in the previous chapter; let us actually print it out on the game screen. To do so, we will open up our ButtonBehaviour script from the previous lesson, and make a few changes to it.

The first change we did was to add a new namespace reference. This reference is used to work with Unity’s UI components, and so we add the using UnityEngine.UI line.

Next, we create a public Text variable, where we can drag and drop our Text UI element onto.

Finally, we access the actual text this UI element contains using myText.text.

If we save our script, we will now see a new slot for the Text UI element in our ButtonManager. 30 lessons for loving pdf free download for windows 7. Simply drag and drop the gameObject containing that Text element onto the slot, and hit the Play button.

Automatically import from xls, xlsx to custom ScriptableObject in Unity Editor

Import Setup

1. Create Excel and add to Unity

Create an Excel file, make the first row the name of the column, and enter the data from the second row. And add it to Unity’s Project view.

2. Create Entity Class Script

Create a new script and define a class with Excel column names and public fields of the desired type. Also give the class ‘System.Serializable’ attribute.

3. Create Excel Asset Script

After selecting Excel, execute ExcelAssetScript from the Create menu and create a ScriptableObject script for Excel.

As for the generated script, the Excel file name and the sheet name are extracted and the part is commented out as below.

4. Replace EntityType in created Excel Asset

Uncomment fields and replace the generic type of List with the Entity class defined above.

Using

4. Reimport or re-save Excel

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When you import or re-save Excel, a ScriptableObject with the same name as Excel is created in the same directory and the contents of Excel are imported.

After this setting, updating Excel automatically updates ScriptableObject as well.

Advanced

Comment Row

If you enter ‘#’ in the first cell of the row, you can treat it as a comment and skip.

Change Asset Path

You can change the ScriptableObject generation position by specifying AssetPath as the ExcelAssetAttribute as shown below.

Use Enum

You can use enum by entering the element name as string in cell.It is also useful to set Data Validation pull down as an element of enum in Excel.

Log On Import

When true is specified for LogOnImport of ExcelAssetAttribute, a log is output when the import process runs.

Changing name association between ExcelAsset and ExcelFile

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You can change the association to a specific Excel file by specifying ExcelName of ExcelAssetAttribute,

Lisence

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This library is under the MIT License.This software includes the work that is distributed in the Apache License 2.0.