![]() You could also stretch the definition of "class" a bit and display different types of game objects as if they were classes. When a behaviour keeps references to a group of other behaviours, then you have an aggregation. UML class diagrams have an arrow for that. Whenever one of your behaviors uses GetComponent(), that behaviour has a dependency on the other behaviour. But to improve readability, framework classes are usually omitted from class diagrams, so you would have a bunch of stand-alone classes not connected at all.īut what you could do instead is visualize dependency relations. So an UML class diagram focusing on inheritance for a by-the-book Unity project would show many, many classes all inheriting from MonoBehaviour. Also contains information on Assembly Definitions and best practices around using them.It is possible to have MonoBehaviours which use inheritance, but in most Unity projects that's rather the exception than the norm. Eg, to reference Engine class, use Naninovel.Engine or include the namespace. Note that all the class and interface names in the diagram are organized under Naninovel namespace. More info See in Glossary and in what order. The following UML diagram illustrates a high-level concept of the engine architecture. How Unity compiles your scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. This contains information on how to use serialization in your Project in an effective way. Serialization is the automatic process of transforming data structures or object states into a format that Unity can store and reconstruct later. Actual performance and rendering quality might vary depending on the complexity of your project. Also contains information on running code on Editor launch, and how to quickly enter and exit Play mode with Configurable Enter Play Mode. Google ARCore Apple ARKit Embedded Systems Other requirements Unity Editor system requirements This section lists the minimum requirements to run the Unity Editor. Information on domain reloads and how they impact on the performance of your application. It also contains information on managed code stripping, which removes unused code from your build. This section describes the differences between the backends and how and when to use them, plus their restrictions. ![]() Unity has two main scripting backends: Mono and IL2CPP A Unity-developed scripting back-end which you can use as an alternative to Mono when building projects for some platforms. Universal Windows Platform, however, supports only two. Unity supports three different scripting backends depending on target platform: Mono. Scripting backends A framework that powers scripting in Unity. This area also contains information on how Unity manages memory, and how to reference additional profiles in your Project. NET framework, and any differences you might encounter if you have used. This section covers the following topics: Page NET and C#, and any exceptions you might encounter as you code.įor information on how to get started scripting in Unity, and the fundamentals you need to know, see the documentation on Getting started scripting in Unity. This section of the User Manual contains information on how Unity implements. As such, you need to be familiar with some of the key concepts of scripting in C#. The Unity engine is built with native C/C++ internally, however it has a C# wrapper that you use to interact with it.
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