An aesthetically pleasing video-based cheat sheet, that doesn’t overload you with details, but does give you a very handy overview… Unity somehow seems less daunting now.
You are an absolute legend. I really enjoyed this. I have been using unity for 12 years and I learned a lot. Come of these components, I implemented myself not even knowing that they existed.
good to know all of the options we can choose from to learn more in depth. however, minor mistake, the low pass filter cuts out high frequencies not lows, same with high pass filter actually cutting out low frequencies. Ik it's confusing but think of it as the low pass filter letting the low frequencies pass through yk
Thanks man! this is a good video to learn about other components without doing the hassle of searching all possible solutions, it gave me the solution to my problem lol (how AI could take shortcuts) even though its not explained, i now know what to look for and ill come back if i need to know anything, thanks!
you explain all of these but I can't imagine them in my head, I wished I could be able to see each one by an example of actual output, that could be so great.
Could you do a video by with the tools of the Unity? like new input system, ui builder, dots, cinemachine, sprite editor, multiplayer... It is good to have a video like this to summarize all the stuff Unity have!
Good idea. i’ll check that. There are many highlight video for unity new features every year, but maybe a complete overview might be interesting for beginnners
The fact that I knew about all of them and their functions but still watched the full video goes to show that how well made the video was. It might be helpful for beginners I guess.
13:16 LODs are not based on distance to the camera. They are based on the size that their bounds take up on the screen, in percentages, hence the "%" symbols on that bar. If they were based on distance to the camera, whenever you "zoomed in" using a sniper rifle or binoculars, the models would look like dog shit, but with screen percentages they don't.
Thanks for the suggestion! I took note 📝 and will see how to include it in the next content I am working on. Making it super beginner friendly and so on.
@@this-is-gamedev for example i'm studying the Light component, lets say i choose directional, why can i choose a color, what colors can i choose, what are some examples of video games using colored directional lights? when do i use realtime vs baked lights? and maybe you could draw a little map where one component is a sister or family of another component that works together (i've been looking for something like this for a long time)
One note: raycasts has nothing to do with events. Its literally projecting a ray (in 2d or 3d) and seeing if it got intercepted in any point from origin to destination.
Don't worry guys I took notes. Transform Stores position, rotation scale Mesh filter Attach 3d mesh, mesh renderer will render it Mesh renderer Takes mesh from the filter and the transform to put mesh in scene Skinned mesh renderer For animations/ bone. Will make mesh bend and deform. Text mesh 3d geometry mesh for text Textmeshpro More options and controls over text from above Rigidbody Gameobjects will react to physical forces with this component Constant force Fastest way to apply a force to a rigidbody Character controller For 3d players, don’t need rigidbodies, you can up your workload with the character controller Cloth Physically simulates fabric. Needs a mesh to deform, will add skin mesh renderer, expensive. Box collider Collider the shape of a box, can be deformed. Efficient Sphere collider Can only change radius, efficient Capsule collider Efficient Mesh collider The shape of a mesh, set to convex to react to other mesh colliders. More expensive Terrain collider Unity terrain system will require this on the terrain objects/ mesh Wheel collider Wheel physics Fixed Joint Will joints connect 2 objects with physics and can break with enough force. Like parenting an object to another Spring joint More like an elastic connection Hinge Joint Connect with a hinge, good for doors or traps Character joint Useful for rag dolling a character Configurable joint Supports all features of all joints above. Complicated Rigidbody2d Rigidybody only works on x and y planes Constantforce2d Apply force to rigidbody2d Box collider2d It’s a box Circle collider2d It’s a circle Capsule collider2d Good for characters Polygon collider Can make a custom collider, edge must close. Edge collider 2d Define the shape with line segments, does not have to close Composite collider 2d Collider with no shape, instead it merges box and polygon colliders in a group to a new shape. Use a checkbox on other colliders Buoyancy effector Needs a collider, can direct forces of colliders that come in contact with each other. Make objects float Area effector 2d Used to raise trigger colliders mostly Surface effector 2d Applies force tangent to colliders surface, like a conveyer belt Point effector 2d Can attract or repulse game objects, used with trigger collider Platform effector 2d Can be used to make character jump up from the bottom, but not fall past the floor in a platformer. One way collider Fixed joint 2d Can be broken with force Spring joint 2d Friction joint 2d Reduces linear and angular velocities between rigid bodies to zero. Distance joint 2d Spring joint but the distance is always constant between 2 objects Target joint 2d Does not need rigidbody, can connect to any target/ good for drag and drop, or handing a gameobject with the mouse cursor. Hinge joint 2d Hinge, can rotate like one Wheel joint 2d Good for 2d vehicles Relative joint2d Can make 2 objects hold a specific distance and angle from each other. Motor based, useful for making things follow along as and object moves Slider joint 2d. This joint makes a rigidbody slide freely along a line Navigation mesh agent Pathfinding, place on objects so they can find their way. Can avoid other agents. Not ai, pretty stupid Nav mesh obstacle Baking a nav mesh is static and expensive. If moving obstacles nav mesh can understand, add this. Off mesh link Nav mesh can find the shortest path by keeping their feet on the groud. This link can help them jump over objects. Audio source Speaker, can play sound and spacial 3d Audio listener Microphone of the game, this transmits sound to player Audio reverb zone When the listener enters this zone, reverb is applied. Audio reverb filter Filters instead of zone. Always applied Audio low pass filter Cuts low frequency waves. Makes audio sounds like its coming from an old speaker or radio Audio high pass filter Filters high frequency sounds Audio echo filter Echos Audio distortion filter Makes sounds appear worse Audio chorus filter Takes a sound, duplicates it from multiple sources Fun tip, audio orders matter Low pass, echo chorus is not the same as chorus echo low pass. Visual effects Like a particle system but with more options, works with visual effect graph installed Trail renderer Creates trail behind moving object Line renderer Render custom line, need 2 points Projector Project material onto surface. Lens flare Manually create lens flare. Put flare layer on camera. Takes a flare asset, needs texture. Halo Adds cheap bloom effect around a light source Camera What is used to show gameplay Light Many varieties, add light sources to a game Light probe group can bake light information. Can be more efficient in some areas. Light probe proxy volume Probes are good for smaller objects like boxes or characters, large objects may need a light probe proxy volume. Reflection probe Expensive accurate reflections Occlusion area This will increase precision of occlusion culling in an area Occlusion portal It's a portal. Closed will hide objects behind, open will render them. Place behind doors or hidden areas. LOD Group Level of detail, can cull objects or fade into different versions based on distance Canvas renderer No properties, needed to render ui objects Sprite renderer Renders a sprite Sorting group Can group sprite renderers together Skybox Allows control over the sky, useful for many cameras in a scene. Can override skybox camera settings Flare layer Needed on the camera to see lens flares Steaming controller Manages textures in memory, by default unity computes mipmap streaming for all cameras. Deactivate it manually and use this to control how to tune texture loading Tilemap Used to create 2d levels. Can work with top down, isometric, hex tiles. Tilemap renderer renders the tilemap Tilemap collider 2d Can cover a tilemap in proper colliders Event system Manages selected gameobjects, input modes, raycasting. Added automatically when creating ui Event trigger Catch events and call functions Physics raycaster Needs camera, will shoot raycasts. Can send messages to target objects with I event system handler. Physics 2d raycaster Same as above, for 2d Graphic raycaster Used for graphic ui elements Standalone input module To support mouse keyboard and controller input, best for ui elements. Touch input module Deprecated Text Display text on canvas Textmeshpro text More options than above Input field For getting user text Textmeshpro input field The same but better options Dropdown List of options for player input Textmeshpro -Dropdown Cooler fonts Slider Move handle between 2 values Scroll bar It scrolls . Can change color Scroll rect Needed to make a larger component scrollable with a bar Button click click Selectable Buttons and other components already have these Toggle On off switch, checkbox Group toggle Group the above Image Add a sprite to ui Raw image Add a 2d texture to ui, used to display 2nd camera as minimap Shadow Add shadows to ui element Outline Add outline to ui element Rect mask 2d Can mask ui element Mask Will show mask graphics Position as UV1 Saves a position of the canvas as UV data. Can be used for shaders Rect transform All ui elements are changed from transform to rect transform Canvas Can have many canvases, this is where ui elements go to live Canvas group Handy to modify properties like alpha on all children Canvas scaler Manages how the canvas scales. Important to support many resolutions Vertical layout group Automatically organize child elements vertically Horizontal layout group Automatically organize child elements horizontally Grid layout group Same as above but elements are sorted into grid instead Layered element Placed on child elements to override default values Content size fitter Tries to fit content by resizing rect transform automatically. Can constrain fit. Aspect ratio filter Resizes rect transform by considering the given aspect ration Playable director For playing playable assets like timelines Video player Can play a video Animator One and all mighty component to animate sprites and gameobjects. Uses unity mekanim system Animation Legacy system, less options. Lighter expense to perform specific short animation Terrain Renders a terrain, used automatically when creating terrain gameobjects Volume Specific to URP, defines volume to apply post processing Billboard renderer Displays simpler versions of complicated assets at a distance Sprite shape renderer Renders geometry of a sprite. Sprite mask Mask specific for sprite renderers. Grid Used to define a grid to create a map or objects and attach them to. Position constraint Moves a gameobject to follow the source gameobject Rotation constraint Rotates a gameobject to match the source gameobject Scale constraint Scales an object to match a source Parent constraint Parent objects together without having to have them parented in the hierarchy Aim constraint Makes a gameobject face another, keeps one axis fixed Look at constraint Similar to above, fixes all axis Particle system forcefield Forcefield which can combine with particle system for more control. Wind zone Used to realistically animate trees in a terrain system. Can effect other particles. Articulation body Type of joint for more realistic physics for industrial robots and stuff
What's up wit "EFFICIENT" "LESS EFFICIENT" and "EXPENSIVE" etc.? It is so distracting. Everytime it pops up, it cuts my train of thought, attempting to comprehend each component.
My 9 years old son builds short projects in unity. Your channel is very useful & inspirational for him.
Thanks a lot! Great to know that the content works for the young ones :D this is really awesome!
Is he making AAA games now?
@@victor.novorski bros gonna make GTA 7💀
@@CurtendoDSibro's gonna invent raytracing 2.0 💀
@@abdou.the.heretic bro got goals as a kid💀🫡
Transform - 0:40
Mesh Filter - 0:50
Mesh Renderer - 0:56
Skinned Mesh Renderer - 1:03
Text Mesh - 1:15
Text Mesh Pro - 1:23
RigidBody - 1:36
Constant Force - 1:41
Character Controller - 1:50
Cloth - 2:00
Box Collider - 2:22
Sphere Collider - 2:35
Capsule Collider - 2:47
Mesh Collider - 2:54
Terrain Collider - 3:07
Wheel Collider - 3:14
Fixed Joint - 3:30
Spring Joint - 3:37
Hinge Joint - 3:42
Character Joint - 3:50
Configurable Joint - 3:58
RigidBody 2D - 4:12
Constant Foce 2D - 4:20
Box Collider 2D - 4:27
Circle Collider 2D - 4:39
Capsule Collider 2D - 4:45
Polygon Collider 2D - 4:52
Edge Collider 2D - 5:00
Composite Collider 2D - 5:07
Explnation of an effector - 5:18
Buoyancy Effector 2D - 5:28
Area Effector 2D - 5:47
Surface Effector 2D - 5:56
Point effector 2D - 6:03
Platform Effector 2D - 6:10
Fixed Joint 2D - 6:27
Spring Joint 2D - 6:31
Friction Joing 2D - 6:35
Distance Joint 2D - 6:47
Target Joint 2D - 6:53
Hinge Joint 2D - 7:04
Wheel Joint 2D - 7:12
Relative Joint 2D - 7:18
Slider Joint 2D - 7:38
Nav Mesh Agent - 7:52
Nav Mesh Obstacle - 8:05
Off Mesh link - 8:16
Audio Source - 8:33
Audio Listener - 8:44
Audio Reverb Zone - 8:58
Audio Reverb Filter - 9:15
Audio Low Pass FIlter - 9:42
Audio High Pass Filter - 9:31
Audio Echo Filter - 9:37
Audio Distortion FIlter - 9:43
Audio Chorus FIlter - 9:49
Particle System - 10:16
Visual Effect - 10:23
Trail Renderer - 10:30
Line Renderer - 10:41
Projector - 10:48
Lens Flare - 10:57
Halo - 11:13
Camera - 11:20
Light - 11:25
Light Probe Group - 11:39
Light Probe Proxy Volume - 12:01
Reflection Probe - 12:12
Explanation of occlusion culling - 12:22
Occlusion Area - 12:30
Occlusion Portal - 12:43
LOD Group - 13:04
Canvas Renderer - 13:21
Sprite Renderer - 13:28
Sorting Group -13:34
Skybox - 13:39
Flare Layer - 13:50
Streaming Controller - 13:55
Tilemap - 14:15
Tilemap Renderer - 14:23
Tilemap Collider 2D - 14:29
Event System - 14:50
Event Trigger - 15:02
Physics Raycaster - 15:07
Physics 2D Raycaster - 15:23
Graphic Raycaster - 15:27
Standalone Input Module - 15:34
Text - 16:20
TextMeshPro Text - 16:23
Input Field - 16:27
TextMeshPro Input Field - 16:31
Dropdown - 16:34
Dropdown TextMeshPro - 16:37
Slider - 16:50
ScrollBar - 16:53
Scroll Rect - 16:57
Button - 17:01
Selectable - 17:02
Toggle - 17:09
Toggle Group - 17:13
Image - 17:17
Raw Image - 17:19
Shadow - 17:26
Outline - 17:32
Rect Mask 2D - 17:38
Mask - 17:41
Position As UV1 - 17:45
Rect Transform - 17:56
Canvas - 18:00
Canvas Group - 18:07
Canvas Scaler - 18:16
Vertical Layout Group - 18:22
Horizontal Layout Group - 18:27
Grid Layout Group - 18:31
Layout Element - 18:36
Content Size Fitter - 18:41
Aspect Ratio FItter - 18:52
Playable Director - 19:02
Video Player - 19:09
Animator - 19:34
Animation - 19:40
Terrain - 19:53
Volume - 19:58
Billboard Renderer - 20:06
Sprite Shape Renderer - 20:17
Sprite Mask - 20:23
Grid - 20:27
Position Constraint - 20:36
Rotation Constraint - 20:41
Scale Constraint - 20:47
Parent Constraint - 20:52
Aim Constraint - 20:58
Look At Constraint - 21:04
Particle System Force Field - 21:12
Wind Zone - 21:21
Articulation Body - 21:31
Thank you
I haven't seen this comment :o You are the goat!
@@this-is-gamedev 🤨
@@this-is-gamedevshould pin their comment :D
Thank you
An aesthetically pleasing video-based cheat sheet, that doesn’t overload you with details, but does give you a very handy overview… Unity somehow seems less daunting now.
this video: EFFICIENT
learning unity by trying: LESS EFFICIENT
Very useful, there are some components I didn't even know existed
You are an absolute legend. I really enjoyed this. I have been using unity for 12 years and I learned a lot. Come of these components, I implemented myself not even knowing that they existed.
good to know all of the options we can choose from to learn more in depth. however, minor mistake, the low pass filter cuts out high frequencies not lows, same with high pass filter actually cutting out low frequencies. Ik it's confusing but think of it as the low pass filter letting the low frequencies pass through yk
Oh, sorry for that. Thanks for noticing!
Thanks man! this is a good video to learn about other components without doing the hassle of searching all possible solutions, it gave me the solution to my problem lol (how AI could take shortcuts)
even though its not explained, i now know what to look for and ill come back if i need to know anything, thanks!
Cool! Glad it could help!
Mind blown... Never new there were so many components. What a betetr way to learn than on my birthday? 🤯
Happy Birthday 🎈😁
@@this-is-gamedev Thanks
I didn't know this many components existed in unity. I'm still trying to wrap my head around all the basics
reverb voice : " epic "
this is very informative. Thanks dude.
Thanks. Appreciate it!
you explain all of these but I can't imagine them in my head,
I wished I could be able to see each one by an example of actual output,
that could be so great.
Could you do a video by with the tools of the Unity? like new input system, ui builder, dots, cinemachine, sprite editor, multiplayer...
It is good to have a video like this to summarize all the stuff Unity have!
Good idea. i’ll check that. There are many highlight video for unity new features every year, but maybe a complete overview might be interesting for beginnners
@@this-is-gamedev yeah, especially one that is short so you can just get a broad idea of potential solutions to problems a new user could look in to.
Thanks for the Work! I'm using this to get to know what's available from the start! :D
Nice! Happy it helps!
The fact that I knew about all of them and their functions but still watched the full video goes to show that how well made the video was. It might be helpful for beginners I guess.
13:16 LODs are not based on distance to the camera. They are based on the size that their bounds take up on the screen, in percentages, hence the "%" symbols on that bar.
If they were based on distance to the camera, whenever you "zoomed in" using a sniper rifle or binoculars, the models would look like dog shit, but with screen percentages they don't.
💯 True. The “based on distance” is straight out of the documentation which is a very simplistic view of how it works.
Button - click click click! That was the best component explanation
amazing. please make one by one property explain of frequently used components.
Thanks for the suggestion! I took note 📝 and will see how to include it in the next content I am working on. Making it super beginner friendly and so on.
@@this-is-gamedev thanks and already subscribed💪
🙏 💪
"Why they don't just call it water?" LMAO
This video is so good . Got to know every component that exists in unity. Can u please make videos describing each component and their options???🥺🥺🥺
I am saving this to my favourites!
this is so cool. I wish I knew that some of them really exist instead of making pointless 20-40 lone of code
It's a crime that this video has only 37,000 views
Great work dude! This is easily one of the best videos I have seen for unity.
Thanks dude! 🙏
Thanks for doing the image, and the work.
love the "pretty cool" lol
This video: UNDERRATED
true
Underrated video...
Best Unity video Ever 👍👍👍👍👍👍👍👍👍👍👍👍👍👍
Thankyou
Thanks! So happy you like!
Great video
*PRETTY COOL*
Thanks!!! 😊
This is God Work.
Thanks man! :)
Thanks! 🙏 You’re welcome 😇
your explain is beautiful
Thanks! 🙏
My favourite unity component is the transform
This is a really good video but I wish you could choose one component but then go in depth on what each option does with examples.
Thanks! Yes agree, that might be a future step, especially since several components can be grouped/covered together.
@@this-is-gamedev for example i'm studying the Light component, lets say i choose directional, why can i choose a color, what colors can i choose, what are some examples of video games using colored directional lights? when do i use realtime vs baked lights? and maybe you could draw a little map where one component is a sister or family of another component that works together (i've been looking for something like this for a long time)
One note: raycasts has nothing to do with events. Its literally projecting a ray (in 2d or 3d) and seeing if it got intercepted in any point from origin to destination.
10:56 Lens Flare - Use this if you are J. J. Abrams
thanks for explaining! maybe you could split the video in chapters? So it would be even better.
Thanks! There was a comment from another user who did all chapters. Thanks to him! I've added them in the description!
Terrain collider🎉 thanks
Skybox thanks
Shadow for sprites thanks
Outline for sprites thanks
Great one mate
Thanks! Glad you like it
thank you, very useful, i like madness, do that full explain, i want a 10 hour course, do it!
Really good video! Great job
Thanks! Glad you like it 👍
Super WOW! It worth to subscibe! Respect for your work and knowledge sharing! Thank you.
Much appreciated!
Thanks this could be helpful
Now this is how APIs should be like
Could you share this 'Cheat Sheet' of all components please ? Like pdf or just a picture...🙏
Yes that’s possible! I’ll see what I can do. :)
Link to a massive 14000x8000 PNG is in the description. Have fun Brett!
@@this-is-gamedev You are sunshine, moonlight, and star in the sky.
Lmao actually banger video, funny and informative!!
Solid video!
Thank you 🙏😄
6:18 Literally Almost Every Nintendo Game EVER Had this
This video is UNDERRATED
XD 👍😅
This great. Thanks for making this!
You’re welcome :D
Thank you 😊
What about tree and plane?
Thank you.
really awesome video.
we need an updated one
What’s new? 🤓
whats your BGM for this video ? :)
I think it's one of the long instrumental ones from UA-cam Studios.
this is awesome
Thank you !
that enough for newbie, I mean "Excellent"
Ngl, Unity really needs a 2DCharacterController like it has for 3D. Something not as obtuse as raw dogging Rigidbody Kinematic.
True, still I often end up using a custom rigidbody solution even for a 3D game. The Character Controller is pretty basic.
thank you sir
what does expensive mean, does it mean like how much it slows your computer down
Yes, how much processing power it takes per frame. Meaning that if you overuse it, you get frame drops
@@this-is-gamedev thankyou!!
Thank you so much!!!
can you make the same video but for Unreal Engine 5?
I tried but Unreal is still compiling shaders to this day. 💀
fuckin THANK YOU
You are fuckin welcome 😅
wheres the variables component, cuz i've been trying to find out how to use variables component in code
That’s for visual scripting? You should be able to just write Variables.Object.(gameobject).Get(“variable name”)
Definitely helpful
those sound effects tho
Thanks.
I love the content, except the random annotations. I found them irritating.
Thanks! I hear you. Well, that was a creative experiment 😅
I appreciate the explanations, in theory this is exactly what I was looking for but the loud bass and popup "funnies" are very annoying
Thanks! Well I experimented and some things did not work out :D Appreciate your feedback.
Efficiënt!
awsome
Areeeeea
why did they make a component to scale gameobject :D lmao
Legacy maybe :D
It is 18 minutes if you watch it in 1.5x
That must be pretty fast 💨 😅
Don't worry guys I took notes.
Transform Stores position, rotation scale
Mesh filter Attach 3d mesh, mesh renderer will render it
Mesh renderer Takes mesh from the filter and the transform to put mesh in scene
Skinned mesh renderer For animations/ bone. Will make mesh bend and deform.
Text mesh 3d geometry mesh for text
Textmeshpro More options and controls over text from above
Rigidbody Gameobjects will react to physical forces with this component
Constant force Fastest way to apply a force to a rigidbody
Character controller For 3d players, don’t need rigidbodies, you can up your workload with the character controller
Cloth Physically simulates fabric. Needs a mesh to deform, will add skin mesh renderer, expensive.
Box collider Collider the shape of a box, can be deformed. Efficient
Sphere collider Can only change radius, efficient
Capsule collider Efficient
Mesh collider The shape of a mesh, set to convex to react to other mesh colliders. More expensive
Terrain collider Unity terrain system will require this on the terrain objects/ mesh
Wheel collider Wheel physics
Fixed Joint Will joints connect 2 objects with physics and can break with enough force. Like parenting an object to another
Spring joint More like an elastic connection
Hinge Joint Connect with a hinge, good for doors or traps
Character joint Useful for rag dolling a character
Configurable joint Supports all features of all joints above. Complicated
Rigidbody2d Rigidybody only works on x and y planes
Constantforce2d Apply force to rigidbody2d
Box collider2d It’s a box
Circle collider2d It’s a circle
Capsule collider2d Good for characters
Polygon collider Can make a custom collider, edge must close.
Edge collider 2d Define the shape with line segments, does not have to close
Composite collider 2d Collider with no shape, instead it merges box and polygon colliders in a group to a new shape. Use a checkbox on other colliders
Buoyancy effector Needs a collider, can direct forces of colliders that come in contact with each other. Make objects float
Area effector 2d Used to raise trigger colliders mostly
Surface effector 2d Applies force tangent to colliders surface, like a conveyer belt
Point effector 2d Can attract or repulse game objects, used with trigger collider
Platform effector 2d Can be used to make character jump up from the bottom, but not fall past the floor in a platformer. One way collider
Fixed joint 2d Can be broken with force
Spring joint 2d
Friction joint 2d Reduces linear and angular velocities between rigid bodies to zero.
Distance joint 2d Spring joint but the distance is always constant between 2 objects
Target joint 2d Does not need rigidbody, can connect to any target/ good for drag and drop, or handing a gameobject with the mouse cursor.
Hinge joint 2d Hinge, can rotate like one
Wheel joint 2d Good for 2d vehicles
Relative joint2d Can make 2 objects hold a specific distance and angle from each other. Motor based, useful for making things follow along as and object moves
Slider joint 2d. This joint makes a rigidbody slide freely along a line
Navigation mesh agent Pathfinding, place on objects so they can find their way. Can avoid other agents. Not ai, pretty stupid
Nav mesh obstacle Baking a nav mesh is static and expensive. If moving obstacles nav mesh can understand, add this.
Off mesh link Nav mesh can find the shortest path by keeping their feet on the groud. This link can help them jump over objects.
Audio source Speaker, can play sound and spacial 3d
Audio listener Microphone of the game, this transmits sound to player
Audio reverb zone When the listener enters this zone, reverb is applied.
Audio reverb filter Filters instead of zone. Always applied
Audio low pass filter Cuts low frequency waves. Makes audio sounds like its coming from an old speaker or radio
Audio high pass filter Filters high frequency sounds
Audio echo filter Echos
Audio distortion filter Makes sounds appear worse
Audio chorus filter Takes a sound, duplicates it from multiple sources
Fun tip, audio orders matter Low pass, echo chorus is not the same as chorus echo low pass.
Visual effects Like a particle system but with more options, works with visual effect graph installed
Trail renderer Creates trail behind moving object
Line renderer Render custom line, need 2 points
Projector Project material onto surface.
Lens flare Manually create lens flare. Put flare layer on camera. Takes a flare asset, needs texture.
Halo Adds cheap bloom effect around a light source
Camera What is used to show gameplay
Light Many varieties, add light sources to a game
Light probe group can bake light information. Can be more efficient in some areas.
Light probe proxy volume Probes are good for smaller objects like boxes or characters, large objects may need a light probe proxy volume.
Reflection probe Expensive accurate reflections
Occlusion area This will increase precision of occlusion culling in an area
Occlusion portal It's a portal. Closed will hide objects behind, open will render them. Place behind doors or hidden areas.
LOD Group Level of detail, can cull objects or fade into different versions based on distance
Canvas renderer No properties, needed to render ui objects
Sprite renderer Renders a sprite
Sorting group Can group sprite renderers together
Skybox Allows control over the sky, useful for many cameras in a scene. Can override skybox camera settings
Flare layer Needed on the camera to see lens flares
Steaming controller Manages textures in memory, by default unity computes mipmap streaming for all cameras. Deactivate it manually and use this to control how to tune texture loading
Tilemap Used to create 2d levels. Can work with top down, isometric, hex tiles.
Tilemap renderer renders the tilemap
Tilemap collider 2d Can cover a tilemap in proper colliders
Event system Manages selected gameobjects, input modes, raycasting. Added automatically when creating ui
Event trigger Catch events and call functions
Physics raycaster Needs camera, will shoot raycasts. Can send messages to target objects with I event system handler.
Physics 2d raycaster Same as above, for 2d
Graphic raycaster Used for graphic ui elements
Standalone input module To support mouse keyboard and controller input, best for ui elements.
Touch input module Deprecated
Text Display text on canvas
Textmeshpro text More options than above
Input field For getting user text
Textmeshpro input field The same but better options
Dropdown List of options for player input
Textmeshpro -Dropdown Cooler fonts
Slider Move handle between 2 values
Scroll bar It scrolls . Can change color
Scroll rect Needed to make a larger component scrollable with a bar
Button click click
Selectable Buttons and other components already have these
Toggle On off switch, checkbox
Group toggle Group the above
Image Add a sprite to ui
Raw image Add a 2d texture to ui, used to display 2nd camera as minimap
Shadow Add shadows to ui element
Outline Add outline to ui element
Rect mask 2d Can mask ui element
Mask Will show mask graphics
Position as UV1 Saves a position of the canvas as UV data. Can be used for shaders
Rect transform All ui elements are changed from transform to rect transform
Canvas Can have many canvases, this is where ui elements go to live
Canvas group Handy to modify properties like alpha on all children
Canvas scaler Manages how the canvas scales. Important to support many resolutions
Vertical layout group Automatically organize child elements vertically
Horizontal layout group Automatically organize child elements horizontally
Grid layout group Same as above but elements are sorted into grid instead
Layered element Placed on child elements to override default values
Content size fitter Tries to fit content by resizing rect transform automatically. Can constrain fit.
Aspect ratio filter Resizes rect transform by considering the given aspect ration
Playable director For playing playable assets like timelines
Video player Can play a video
Animator One and all mighty component to animate sprites and gameobjects. Uses unity mekanim system
Animation Legacy system, less options. Lighter expense to perform specific short animation
Terrain Renders a terrain, used automatically when creating terrain gameobjects
Volume Specific to URP, defines volume to apply post processing
Billboard renderer Displays simpler versions of complicated assets at a distance
Sprite shape renderer Renders geometry of a sprite.
Sprite mask Mask specific for sprite renderers.
Grid Used to define a grid to create a map or objects and attach them to.
Position constraint Moves a gameobject to follow the source gameobject
Rotation constraint Rotates a gameobject to match the source gameobject
Scale constraint Scales an object to match a source
Parent constraint Parent objects together without having to have them parented in the hierarchy
Aim constraint Makes a gameobject face another, keeps one axis fixed
Look at constraint Similar to above, fixes all axis
Particle system forcefield Forcefield which can combine with particle system for more control.
Wind zone Used to realistically animate trees in a terrain system. Can effect other particles.
Articulation body Type of joint for more realistic physics for industrial robots and stuff
Nice! “You took notes” 🤖😅
within cell interlink.
please create auto subtitle for english, it's germany rn :)
Oh, will go change that!
The video is great, but these bass effects are soooo lound
UI
Just an honest opinion.. that sound was rather annoying. i muted it so i could use subtitles, but the subtitles translation did not work to English :/
What's up wit "EFFICIENT" "LESS EFFICIENT" and "EXPENSIVE" etc.?
It is so distracting. Everytime it pops up, it cuts my train of thought, attempting to comprehend each component.
An experiment 🧪 💥
You could have used examples by actually using them
Thank you wholesome funny man