Create Unity classes and methods easily.
As you already noticed Unity provides many of these components in 2 versions, for instance Box Collider 2D and Box Collider, well the difference is the second one is for 3D. So keep in mind to use only 2D components in 2D games, first for performances and second to avoid mixing things that won’t work like 3D components and 2D methods in. Return to Unity and click on the GameController object to open it in the Inspector. Add one item to the new ItemsToPool list and populate it with 20 player bullets. Click Play to make sure all that extra work changed nothing at all. Get code examples like 'unity 2d rotate towards direction' instantly right from your google search results with the Grepper Chrome Extension. Unity will automatically call the OnTriggerEnter2D function whenever Pac-Man or one of the Ghosts walk over the Pac-Dot. So let's select Add Component - New Script, name it Pacdot, select CSharp, move it into our Scripts folder and then open it.
Features
All Unity code snippets you need. This extension intends to be the complete collection of Unity snippets for Visual Studio Code.
It takes advantage of latest Visual Studio Code snippets features to create the code faster for you.
MonoBehaviour
Create game classes like MonoBehaviours
, NetworkBehaviours
and StateMachineBehaviours
easily. Also create common methods like Start()
, Update()
or OnTriggerEnter2D()
and log calls.
Editor
Create an Editor classes like Editor
, EditorWindow
and PropertyDrawer
as easy as it can be.
ScriptableObject
You never remember the property that goes with the ScriptableObject
to create it via Unity create menu? Not a problem.
Instalation
As in any Visual Studio Code Extension you have several options to install:
- Enter the Visual Studio Code Marketplace, search for Unity Code Snippets (or enter directly on the extension page) and click on Install button.
- Inside Visual Studio Code, enter in the Extensios panel, search for Unity Code Snippets and click on Install button
- Run the following command in the Command Palette:
All the snippets
Start typing the names to create the corresponding snippets.
Game classes:
MonoBehaviour
StateMachineBehaviour
NetworkBehaviour
ScriptableObject
Editor Classes:
Editor
Editor with Reorderable List
(NEW)EditorWindow
PropertyDrawer
ScriptableWizard
MonoBehaviour Methods:
Awake()
FixedUpdate()
LateUpdate()
OnAnimatorIK()
OnAnimatorMove()
OnApplicationFocus()
OnApplicationPause()
OnApplicationQuit()
OnAudioFilterRead()
OnBecameInvisible()
OnBecameVisible()
OnCollisionEnter()
OnCollisionEnter2D()
OnCollisionExit()
OnCollisionExit2D()
OnCollisionStay()
OnCollisionStay2D()
OnConnectedToServer()
OnControllerColliderHit()
OnDestroy()
OnDisable()
OnDisconnectedFromServer()
OnDrawGizmos()
OnDrawGizmosSelected()
OnEnable()
OnFailedToConnect()
OnFailedToConnectToMasterServer()
OnGUI()
OnJointBreak()
OnJointBreak2D()
OnMasterServerEvent()
OnMouseDown()
OnMouseDrag()
OnMouseEnter()
OnMouseExit()
OnMouseOver()
OnMouseUp()
OnMouseUpAsButton()
OnNetworkInstantiate()
OnParticleCollision()
OnParticleTrigger()
OnPlayerConnected()
OnPlayerDisconnected()
OnPostRender()
OnPreCull()
OnPreRender()
OnRenderImage()
OnRenderObject()
OnSerializeNetworkView()
OnServerInitialized()
OnTransformChildrenChanged()
OnTransformParentChanged()
OnTriggerEnter()
OnTriggerEnter2D()
OnTriggerExit()
OnTriggerExit2D()
OnTriggerStay()
OnTriggerStay2D()
OnValidate()
OnWillRenderObject()
Reset()
Start()
Update()
Some useful code snippets:
Debug.Log()
(typelog
)Debug.LogError()
(typelogerror
)Debug.LogWarning()
(typelogwarning
)Debug.LogException()
(typelogexception
)
If you have any suggestions, open an issue in the Github project page and I'll add it as soon as I can :).
If you like the color theme of the previews, you can download it here: Base16 Ocean Dark Extended Theme.
Thanks you for downloading this extension.
They both look similar and behave similarly, what's then the difference between OnTriggerEnter
and OnCollisionEnter
? The key to understand this is in knowing what are triggers in Unity.
In Unity, an object might be controlled by the physics engine or by script. If you need to control an object by script but still would like to know if an object touched another, a 'collision' happened, you need to use triggers.
Collision is under quotes because, strictly under Unity's terminology, a collision only happens when object's movements are governed by the physics engine, for the other cases what we have are simply objects touching each other, also, for such event, our script can be alerted as well.
What are triggers
A trigger is a collider that's not influenced by the physics engine. It doesn't respond to forces nor gravity. But they still do have a use for the physics engine, they are used to detect whether an object passed through another. Triggers are everywhere in Unity game development, and in other engines too to be honest.
This Reaper is controlled by a simple back-and-forth walk AI, the physics engine is not used, but we still want to know when it has touched some things in the stage. For that, we can use an OnTriggerEnter
Collisions
A collision is also the result of an object touching another one, but instead of passing through, these objects push each other in a realistic way. Use OnCollisionEnter
when your rigidbody colliders aren't triggers and you'd like to know when they touched each other.
Unity Ontriggerenter2d Called Multiple Times
For more information on how to create and use triggers, please see the official documentation on the subject. If you followed the documentation and something with your collision detection is not working, you may try to fix it using our comprehensive collision fixing tutorial.
TLDR;
Use triggers if you don't want/need the physics engine to control your object but still need to know if an object passed through another or reached some `zone` within the game. In that case, you'll use OnTriggerEnter()
.
Unity Ontriggerenter2d Not Working
If your object is indeed controlled by the physics engine, you'll use OnCollisionEnter()
to know if an object touched another one.