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  1. Spawning an object involves looking up the TypeFactory, asking it for the block size to allocate (max size), allocating a block in relocatable heap instantiate via placement new set up a stack-based …

  2. The Addison-Wesley Learning Series is a collection of hands-on program-ming guides that help you quickly learn a new technology or language so you can apply what you’ve learned right away. Each …

  3. First, let’s make a GameObject to add the script to. Give it a name! Select the object you want to add the script to. In this case, it’s our sphere. Add your very own script! You can also just drag the script onto …

  4. This.simple.structure.lets.you.execute.the.commands.in.sequence..Imagine. a.tutorial.or.cutscene.that.moves.a.GameObject.through.a.prescribed.set.of. …

  5. Everything in the Scene is called a GameObject. In the screenshot above there are 3 GameObjects, one of which is the cube. A list of every GameObject in the Scene. GameObjects can be nested under …

  6. What's might be new to you in this script is the use of gameobject tags to detect what the marble is colliding with; if we're colliding with a "Pickup" object we know we've found a game and act accordingly.

  7. An attribute or not an attribute? GameObject::OnUpdate(pass, delta) for b in behaviours b.OnUpdate(pass, delta) OnUpdate() and OnMessage() are the only two entry points to a behaviour.