![]() ![]() (Remember that unity is nothing but a whole lot of game objects with things (such as Font) that are part of game objects. But it has utterly no connection "to Unity", you can not of course do that in any way with actual game objects, or anything at all associated with Unity and game objects. Obviously you can refer to ExampleSettings.versionNumber anywhere in the namespace. no connection whatsoever to scenes or game objects), like this. † Note that, obviously, since, presently, C# is used for Components in Unity, you can of course, with say simply ints or floats, have a class (totally "unused" by Unity, i.e. Here is a long explanation of that very simple process: Unity forgot to include a "preload" or "generally available" Scene in Unity (they will finally add it one of these years).įor now, click one button to add one, couldn't be simpler. and which you will need to access from any number of scenes, game objects, and Components ?įortunately the solution is dead simple.or simple examples like "a common font"?.such as say the networking, scoring, or AI,."generally needed" things in a project,.Since concepts like "globals" and "singletons" are totally meaningless in Unity, what do you do for You can switch to the system font from Unitys (horizontally narrow) default font by going to Preferences: General: Editor Font. † Understanding the "preload scene" and "generally available items" in Unity: Reducing it a bit (System Preferences: Displays) should help with eyestrain, and actually make Unity run a little faster. You can't have a "static" or "singleton" in Unity, it's totally meaningless. ![]() Note - if you don't know "how to find or link to" other game objects, that is an absolute basic in Unity, I'm guessing OP knows how to do that. Simply find "Convenience", then Utility and you have it. Somewhere in the scene, you need "that font". Say Utility has the inspector variable Font mentioned above. Say you have a MonoBehavior perhaps called Utility and that Component is on "Convenience". ![]() (In very unusual cases (perhaps dynamic generation of fonts!) you can find it in the assets by name, see documentation, but usually you'd just link to the assets, which is what a Font is, using an inspector variable, as you do with every one of the 100s of assets in a Unity project.) public Font happyFont The Font would just be an inspector variable on some particular game object. Statics are totally meaningless on a game object. Unity is completely unconnected to OO programming. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |