data_types, public and private fields, components, SerializeField and vectors in C# for Unity

Karuna Ketan
2 min readDec 2, 2022

Day2:

I learned about data_types, public and private fields, components, SerializeField and vectors…

2nd Program:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Test : MonoBehaviour
{
private Rigidbody2D _rb;

[SerializeField] private int _playerHealth = 100;

public float _playerSpeed = 4.6f;
private bool _isGrounded = true;
private string _playerName = "Krossing";
private Vector2 _playerPosition = new Vector2(-5f, 0f);

private void Start()
{
_rb = gameObject.AddComponent<Rigidbody2D>();
_rb.gravityScale = 0;
}

}

From above program:

when private is used then variable name starts with_(underscore) and public starts with capital letter…If we don’t mention anything like private or public then itself it creates the private variable so Default is private…

private Rigidbody2D _rb;
  • private Rigidbody2D _rb; is the field and _rb is the empty container that needs to contain Rigidbody2D components…
[SerializeField] private int _playerHealth = 100;
  • If we add [SerializeField] at front then we can access it in Inspector even if it is private…
public float _playerSpeed = 4.6f;
  • If this is public then we can change the value of _playerSpeed even from the inspector…
private Vector2 _playerPosition = new Vector2(-5f, 0f);
  • Vector3 is used in 3D Games and in vector2 there will only be x and y axis(not z-axis)…
_rb = gameObject.AddComponent<Rigidbody2D>();
  • Assigning the actual Rigidbody2D component here…then we can change the stuffs inside it…
private void Start()
{
_rb = gameObject.AddComponent<Rigidbody2D>();
_rb.gravityScale = 0;
}
  • We can also access Rigidbody2D component from here too…

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Karuna Ketan
Karuna Ketan

Written by Karuna Ketan

Game Designer and Developer | Unity, Unreal Engine, Blender

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