Not just that. Unity 5 have many internal scripting changes as well. User who used Unity 4.6 might have a tough time using Unity 5 in the beginning because there are near to none tutorials available for Unity 5 to take guide from. I used Unity 4.6 to follow Indie Game Development Pipeline when I was about to start Volume 3 of the series, I learnt about Unity 5 and wanted to do all the work in Unity 5. Although now I have reached Volume 3 again, but there are many major changes in the code I used in 4.6. For example,
here is use of "RigidBody" in Unity 4.6:
void FixedUpdate(){
rigidbody.velocity = new Vector2(moveDirection, rigidbody.velocity.y);
}
and here is the use of "RigidBody" in Unity 5:
private Rigidbody rb;
void Awake(){
rb = GetComponent<Rigidbody> ();
}
void FixedUpdate(){
rb.velocity = new Vector2 (moveDirection, rb.velocity.y);
}
Here is another example of "Collider" used in Trigger
Unity 4.6:
void OnTriggerExit(Collider other){
collider.isTrigger = false;
}
Unity 5:
void OnTriggerExit(Collider other)
{
GetComponent<Collider>().isTrigger = false;
}
This is just a trailer of changes I discovered by following just one tutorial series till volume 3. I am still discovering the changes and lets hope that I know and learn Unity 5 to its core so that I can create tutorials for you guys. After Pipeline I am going to follow Walker Boys Series with Unity 5 to discover more.
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