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| // Minimal Unity3d example of moving an object in a circle | |
| // Script determines a current angle, then computes an X & Y for that angle using cos & sin | |
| // Object is placed at the computed X,Y by setting the "localPosition" attribute of its transform | |
| // Script uses 2 public variables so that you can control the size of the circle and how fast it moves | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class circle1 : MonoBehaviour { |
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| // Move an object in a circle in Unity3d, by "driving" | |
| // Assumes that the object is currently on the edge of a circle, and computes an angle tangent to that circle | |
| // Sets the objects orientation to that angle, and then moves the object "forward" (the "up" vector in this case, since we're working in XY) | |
| // Note that moving forward will actually cause the object to move slightly off of its current circle, and thus spiral away from the origin (this becomes more obvious at higher speeds) | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class circle2 : MonoBehaviour { |
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| // Unity3D script to move all the children of an object in a circle | |
| // Uses "childCount" and "GetChild()" to access all the immediate child nodes | |
| // Positions each on a circle, spreading them evenly around the circle | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class circleChildren : MonoBehaviour { | |
| public float speed = 1f; |
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| // Unity3d script to animate many circling objects | |
| // Script creates the objects on startup, by instantiating a given object (create a prefab and assign it to the "obj" parameter in the inspector) | |
| // Then moves them in a circle in the same way as circleChildren.cs | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class createCirclingChildren : MonoBehaviour { | |
| public int numberOfChildren = 1; |
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| // Unity3d example of using Find() and GetComponent() to control one script from another script | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class mcp : MonoBehaviour { | |
| void Start () { | |
| } | |
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| // Example of a simple state machine. | |
| // The script has 3 states for different actions it might be performing. It transitions between the states based on user input. | |
| // State "start" does nothing; state "slowcube" makes the object named "cube" slow down; state "spiralsphere" makes the sphere object spiral outward. | |
| // It can transition from "start" to "slowcube" OR "spiralsphere" depending on what button is hit. | |
| // After that, it can transition from "slowcube" to "spiralsphere" or from "spiralsphere" to "slowcube" when fire1 is hit. | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class statemachine : MonoBehaviour { |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class triangles : MonoBehaviour { | |
| void Start () | |
| { | |
| gameObject.AddComponent<MeshFilter>(); | |
| gameObject.AddComponent<MeshRenderer>(); |
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| // taken from http://answers.unity3d.com/questions/391561/create-a-mesh-and-color-cubes.html | |
| Shader "Custom/Vertex Colored" | |
| { | |
| Properties | |
| { | |
| } | |
| SubShader | |
| { | |
| Pass | |
| { |
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| // Creating Mesh data in Unity | |
| // This script should be attached to an empty GameObject. It requires vertexColor.shader (https://gist.github.com/davepape/0dee3b1550a1f4159bc173e1b32dbe0c) | |
| // On startup, it will create a MeshFilter containing 2 triangles, and apply a Material. | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class triangles2 : MonoBehaviour { | |
| void Start () |
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| // Draw a set of triangles that follow the mouse. | |
| // This script should be attached to a GameObject that has a MeshRenderer (with Material). | |
| // The script will create a MeshFilter and fill it with triangles. On each frame, one triangle will be changed to appear at the mouse position. It cycles through all the triangles, to create a tail of fixed length. | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class mouseTriangles : MonoBehaviour { | |
| public int numTriangles=1; |