What is the difference between
What’s the process of kicking off a coroutine again?
What are some of the static Vector3 variables available to me?
These simple questions can be answered a quick Google search, but the process of answering them can break the flow of a work session. Once a flow has been broken, it can be a non-trivial affair to get back into it.
So I put together a Cheat Sheet to keep the flow alive and you can download it right here:
The sheet summarizes some of the more common used features in Unity using C#. If you are using Boo or UnityScript, well, you’re out of luck but if there’s enough demand I’m happy to put one together for you.
Here’s what the sheet covers:
- Creating and destroying GameObjects
- Accessing Components
- GameObject events
- Vector Variables
- Timing Variables
- Physics Events
- Coroutine Example and Return Types
This is just a first draft of the Unity cheat sheet. If you have any suggestions or comments on how to improve it, please let me know in the comments.