unity functions list
// Event Functions
//a script in Unity is not like the traditional idea of a program where the code runs continuously in a loop until it completes its task. Instead, Unity passes control to a script
//intermittently by calling certain functions that are declared within it. Once a function has finished executing, control is passed back to Unity. These functions are known
//as event functions since they are activated by Unity in response to events that occur during gameplay. Unity uses a naming scheme to identify which function to call for a
//particular event. For example, you will already have seen the Update function (called before a frame update occurs) and the Start function (called just before the object’s
//first frame update). Many more event functions are available in Unity; the full list can be found in the script reference page for the MonoBehaviour class along with
//details of their usage. The following are some of the most common and important events.
//Regular Update Events
void Update() {
float distance = speed * Time.deltaTime * Input.GetAxis("Horizontal");
transform.Translate(Vector3.right * distance);
}
void FixedUpdate() {
Vector3 force = transform.forward * driveForce * Input.GetAxis("Vertical");
rigidbody.AddForce(force);
}
void LateUpdate() {
Camera.main.transform.LookAt(target.transform);
}
//GUI events
void OnGUI() {
GUI.Label(labelRect, "Game Over");
}
//Physics events
void OnCollisionEnter(otherObj: Collision) {
if (otherObj.tag == "Arrow") {
ApplyDamage(10);
}
}