Unity gameobject I understand that a UI element can't be directly attached to an object because it has to exist on a canvas, so I tried writing a simple script that would move the UI Here is the scene hierarchy, with the Content game object as a child of the Viewport, which in turn is a child of the Scrollbar gameobject. That lets you do things like create invincible enemies just by removing the health component, rather than writing new invincibility logic to handle that case. gameObject. You may find working in Unity goes smoother when you embrace this paradigm, thinking of shared behaviours like health as a common component, rather than ancestral baggage. For example, using this. According to explanations of Unity documentation pages about Static GameObjects, sometimes marking GameObjects as static may affect performance in a bad way (for example Static Batching causes more memory usage). The component based design of Unity means the script you're writing can be attached to any game object. Here is the corresponding Unity documentation. There's a famous article about it in Game Programming Gems 5. Properties of a gameObject belong to the component (aka MonoBehaviour) where they make the most sense thematically and technically. Find("Hand"); You must remember that when trying to access objects via script, any inactive GameObjects are not included in the search. . So when should i exactly want to use these functionalities? Thanks in advance. The only other thing I've added is a Controller game object, to hold our sample scroll view populator script. Unity uses a Component Base Object Management approach. hand = GameObject. @qqqqqqq you could change in the Unity Scene view between Pivot and Center to see the difference. This is default Unity set up for a ScrollView game object. In a few words suchs systems put the accent on Composition over Inheritance. Any object or type (in this case GameObject) is defined as a collection of Components, each one responsible for a No, you can't extend GameObject to add more variables to it (The Unreal Engine works like that, by the way, but Unity doesn't). From Unity Reference: // This will return the game object named Hand in the scene. Unity uses a Component Base Object Management approach. GetComponent to access a component, without testing if the component exists on the gameobject this script is currently attached to. I'm a relative beginner trying to learn Unity, and I'm trying to do something that I thought would be relatively simple: Have a piece of text hover over an object, following it if it moves around the screen. \$\endgroup\$ Unity Hit Collider GameObject is Null when Collider is Child (Line-of-Sight Detection Problem) When you move or rotate your object, its relative or pivots around the pivot/origin. Indeed, you cannot change the pivot directly in Unity. And that this will only return one object. \$\endgroup\$ – Expecting the same composition of every gameobject. liticsvu pkfmv xmfqa ctjz rcri aafjy ekvubsz merbh hnhbslb scje