From 4de2d802fcca20c4759e3bf1ce269dbee9c03b8a Mon Sep 17 00:00:00 2001 From: Max-001 <80035972+Max-001@users.noreply.github.com> Date: Thu, 12 Sep 2024 17:08:36 +0200 Subject: Started GameObjects section --- research.tex | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/research.tex b/research.tex index ca2afed..9f95428 100644 --- a/research.tex +++ b/research.tex @@ -195,11 +195,10 @@ for audio some options could be: FMOD, Wwise, or iirKlang \section{Conclusion} \section{Gameobjects/components} - \subsection{Introduction} - +One of the requirements of our customer, is that the game engine's structure is similar to Unity. The customer has created a class diagram of the game engine's API, which is (of course) very similar to Unity. One of the most important parts of the class diagram is a so-called gameObject (with several components). It's needed to understand the exact meaning/function of these gameObjects, that's why this research question arose. \subsection{Findings} - +A gameObject itself does/is nothing. \subsection{Conclusion} \section{Conclusion} -- cgit v1.2.3 From f7f4849f1ca92f3b0689e4eacb60291d1306d865 Mon Sep 17 00:00:00 2001 From: Max-001 <80035972+Max-001@users.noreply.github.com> Date: Thu, 12 Sep 2024 17:44:58 +0200 Subject: Worked on gameObject research --- research.tex | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) diff --git a/research.tex b/research.tex index 9f95428..8f368a1 100644 --- a/research.tex +++ b/research.tex @@ -198,7 +198,15 @@ for audio some options could be: FMOD, Wwise, or iirKlang \subsection{Introduction} One of the requirements of our customer, is that the game engine's structure is similar to Unity. The customer has created a class diagram of the game engine's API, which is (of course) very similar to Unity. One of the most important parts of the class diagram is a so-called gameObject (with several components). It's needed to understand the exact meaning/function of these gameObjects, that's why this research question arose. \subsection{Findings} -A gameObject itself does/is nothing. +A gameObject is the most important concept in Unity. Every object in a game is a GameObject, from characters and collectible items to the lights, cameras and special effects. However, a gameObject itself can't do anything on its own. A gameObject needs to be given properties before it can become a character, an envirnment, or a special effect. https://docs.unity3d.com/Manual/GameObjects.html + +A gameObject can be seen as a container for components. Components are the properties of the gameObject. A few examples of components are sprites, animators, audioSources, and so on. Multiple (different) components can be assigned to a single gameObject (e.g. a sprite and an audioSource). + +Since we now know that a gameObject needs components to do something, it's obvious that there should be a way to add components to a gameObject. Some components (e.g. the behaviorScript component) should also be able to reference to its gameObject. + +Each gameObject always has one transform class. The transform class describes the position, rotation, and scale within the scene. Some component use this information to e.g. scale a sprite. Other components eddit this information to e.g. model gravity. https://docs.unity3d.com/Manual/class-Transform.html + +A gameObject can have one (or multiple) children gameObject(s). All children gameObjects, of course, also have one transform class. However, the position, rotation, and scale of this class, is always the same as the child's parent. A child can not have more than one parent. https://docs.unity3d.com/Manual/class-Transform.html \subsection{Conclusion} \section{Conclusion} -- cgit v1.2.3