This cheat sheet sums up the basics of C#, for experienced developers who are learning C# and users who already know programming basics, hopefully this document has helped you in some way, there was not much information or explaining but then again I’m assuming you’ve. C# // Click Source Link Source Save. Also in C#: More. Title unity move character. Convert array to list Unity C#. Title json tiers dot in name c#. Title c# get pc ip address. How to select time and date in datetimepicker in c#. Title unity onclick addlistener. C# & Unity MonoBehaviour Cheat Sheet. Basic keywords for Unity scripting. Saved by Cheatography. C Sharp Programming Game Programming Programming Tutorial Computer Programming Programming Languages Unity 3d Unity Games Unity Game Development Web Development. A summary of some features of Unity. Contribute to oclipa/unity-cheat-sheet development by creating an account on GitHub. Multi Pass - Unity renders each eye independently by making two passes across the scene graph. Each pass has its own eye matrices and render target. Unity draws everything twice, which includes setting the graphics state for each pass. This is a slow and simple rendering method which doesn't require any special modification to shaders.
The Oculus XR Plugin enables you to build applications for a variety of Oculus devices including the Rift, Rift S, Quest, and Go.

Supported XR plugin subsystems
Display
The display subsystem provides stereo rendering support for the XR Plugin. It supports the following graphics APIs:
- Windows (Rift, Rift S)
- DX11
- Android (Quest, Go)
- OpenGL ES 3.0
- Vulkan (Experimental, Quest only)
Input
The input subsystem provides controller support, haptics, and tracking for the controllers and HMD.
XR Management support
Integration with XR Management isn't required to use the Oculus XR Plugin, but it provides for a simpler and easier way of using this and other Providers within Unity. The Oculus XR Plugin package ships with built-in XR Management support. For more information, see XR Management Documention
The Oculus XR Plugin integration with XR Management provides the following functionality:
- Runtime Settings - Configure runtime settings such as rendering modes, depth buffer sharing, Dash support, etc.
- Lifecycle Management - The Oculus XR Plugin ships with a default XR Plugin loader implementation that handles subsystem lifecycle such as application initialization, shutdown, pausing, and resuming.
Windows standalone settings (Rift, Rift S)
- Stereo Rendering Mode - You can select Multi Pass or Single Pass Instanced stereo rendering mode.
- Multi Pass - Unity renders each eye independently by making two passes across the scene graph. Each pass has its own eye matrices and render target. Unity draws everything twice, which includes setting the graphics state for each pass. This is a slow and simple rendering method which doesn't require any special modification to shaders.
- Single Pass Instanced - Unity uses a texture array with two slices, and uses instanced draw calls (converting non-instanced draws call to instanced versions when necessary) to direct rendering to the appropriate texture slice. Custom shaders need to be modified for rendering in this mode. Use Unity's XR shader macros to simplify authoring custom shaders.
- Shared Depth Buffer - Enable or disable support for using a shared depth buffer. This allows Unity and Oculus to use a common depth buffer, which enables Oculus to composite the Oculus Dash and other utilities over the Unity application.
- Dash Support - Enable or disable Dash support. This inintializes the Oculus Plugin with Dash support, which enables the Oculus Dash to composite over the Unity application.
Android settings (Quest, Go)
- Stereo Rendering Mode - You can select Multi Pass or Multiview stereo rendering mode.
- Multi Pass - Unity renders each eye independently by making two passes across the scene graph. Each pass has its own eye matrices and render target. Unity draws everything twice, which includes setting the graphics state for each pass. This is a slow and simple rendering method which doesn't require any special modification to shaders.
- Multiview - Multiview is essentially the same as the Single Pass Instanced option described above, except the graphics driver does the draw call conversion, requiring less work from the Unity engine. As with Single Pass Instanced, shaders need to be authored to enable Multiview. Using Unity's XR shader macros will simplify custom shader development.
- V2 Signing (Quest) - Enable this if you are building for Quest. This enables application signing with the Android Package (APK) Signature Scheme v2. Disable v2 signing if building for Oculus Go.
- Low Overhead Mode - If enabled, the GLES graphics driver will bypass validation code, potentially running faster. Disable this if you experience graphics instabilities.
- Protected Context - If enabled, the Oculus SDK will create a protected graphics context. This has a slight overhead, and should only be enabled if you know that you need a protected context. For example, if you display protected video content.
- Focus Aware - If enabled, the application will continue running when system overlays and menus are present.
Technical details
Fixed-Foveated Rendering (FFR)
Both Quest and Go support fixed-foveated rendering to provide better performance for pixel-fill limited applications. Controlling the level of foveation is made available through APIs in the Oculus XR Plugin.
Unity C# Commands
FFR works best when rendering directly into the eye textures using the foward rendering mode. Deferred rendering mode, which is characterized by rendering into an intermediate render texture, is not recommended for use with FFR. This situation arises often when using the default Universal Rendering Pipeline, which included a blit operation by default at the end of the frame.
Vulkan
Currently, using the Vulkan graphics API is supported in an experimental release and only for the Quest platform. The implementation supports multiview rendering and fixed-foveated rendering.

To enable Vulkan, follow the steps below:
- Open the Project Settings window (menu: Edit > Project Settings), and select Player.
- Under the Android settings, add and move Vulkan to the top of the list of Graphic APIs so that it is selected ahead of others.
Note that unless otherwise modified, OpenGL ES 3.0 is the default graphics API used.
This list will continue to get updated as I discover more tips and tricks for how to integrate audio into Unity! Anyone is welcome to use these codes to learn Wwise themselves.
You may have gotten through the 101, 201 and 251 courses through Audiokinetic's website, but you still might not know how to actually INTEGRATE these Events, States and RTPC's you set up into Unity. I don't blame you - this information is for some reason, incredibly difficult to find online. But you need to know, in order to get your Wwise integrated into Unity. So let's get started!
Fundamental Integration through C#
In Unity, the most common way of using Wwise is by calling upon the 'AkSoundEngine.____' in your C# Scripts.
This does mean that it will immensely help you if you understand the basics of C# and how scripts work. I'd highly recommend you take your time to learn what void, Start, Update, if, how functions work and reading scripts. While you won't be doing coding most of the time, you will be searching for appropriate places to insert these codes. In many of your games, you'll have to ask your programmer for instructions on which scripts you need to squeeze these in. But, if they're organized programmers and if you're keeping track of where everything is, you won't need to waste their time asking for obvious places to code them.
What you want Wwise to do is now up to you. That ______ can be filled out by you to determine what you want Wwise to do. The most basic ones that you'll use is PostEvent, SetRTPCValue, SetState.
AkSoundEngine.PostEvent( ' EventName' , gameObject);
For sending out a message to Wwise to trigger an Event, you use PostEvents. This is good for one-time actions.
Useful for: Collision sounds, button click sounds, weapon fire sound, you can even use it to trigger the music to play at the Start of your game.
AkSoundEngine.SetState ('State Group name', 'State Name');
For sending out a message to Wwise to set a State. This is great for letting Wwise know what state you'd like to be in.
Useful for: Changing your adaptive music with States. Telling Wwise what Level you are, whether your game is Paused or not, whether you're underwater or not.
Unity C# Cheat Sheet
AkSoundEngine.SetRTPC( 'RTPC Name in Wwise', variableNameInUnity);
For setting RTPC (Real Time Parameter Control) of any value that you'd like to be reflected by a value in Unity, you can use this.
Useful for: Any numerical value, like Health, How many kills you've gotten, your high score, your car's speed, setting the volume of your SFX or Music channel in the options menu.
In the image below, you can see that there are several lines of AkSoundEngine scripts I put into my 'State_InGame' script in Unity.
Call of duty 3 download completo pc. 1. AkSoundEngine. is calling Wwise.
2. SetState( ) is telling Wwise to prepare to do an action: set State. But now you have to tell Wwise which state group and to what state you'd like to target.
3. ('Group', 'State'); In each quotation marks, you can put the name of your Group and the name of your State.
Now, your script is ready. What should we do with it? Let's take that script, and attach it to anything you want. I like to give my scripts that set states into a GameStateSetter game object, so that I can always look for it quickly. Since the void Start () function will trigger at the very first frame when this gameobject loads into the scene, Unity will tell Wwise to set your state and play the corresponding music.
That's really about as hard as it gets. Congratulations! You now understand the fundamentals of actual integration.
General Tips & Tricks
0. Connect to your Unity and use Wwise in real time. Man, did this blow my mind when I first understood what 'Connect' and 'Remote' really meant. You can use this to mix audio in your game in real time as you're playtesting the game. Furthermore, it allows you to monitor how many 'voices' are active in your game and how much processing power your audio is using. It's so useful.
1. Names of Events, State Groups, RTPC's are all in ' '. Names of your in-game variables are not. For example, below, you can see that my 'MusicVolume' is in quotations. This script sets the 'MusicVolume' to musicVolume. This is how you do Volume settings, by the way.
2. Calling Game events. You have to put 'gameObject' as the target for posting your event. This means that whatever Event you just posted, it'll associate itself with the gameObject that this script is attached to. Without this later part, your PostEvent script will not function.
3. The order of your actions matter. In this case, Sprinkler sound should play first, then Setting Valve, then finally Set State to On. If I put Set State to On first and then Sprinkler, Sprinkler plays at 0.
4. Ways to integrate Ambient sounds into your game. Notice that Wwise Picker tab that appeared in your Unity project. Most of the times, you won't have to deal with it. However, there are sometimes like setting Ambiences or Reverb zones when you do want to drag objects from this bar directly onto your objects. If it's not an ambient sound that will be emitted from an object, you don't have to place the Event into an object to get it to play. This way, sounds won't just burst out at the beginning of your game. (Since you have to load it by Start, Awake or one of the Collision options).

This was a confusion that I had because when I was first learning to use PostEvent, I watched a woman integrate sounds onto her cubes as her ball was rolling into them to pick them up. (If you've watched this video). She has it set so that these sounds will play when these objects are being Destroyed. Unless you want your sounds to play when your objects are being destroyed, you do NOT want to integrate your sounds this way. Attaching it on a script that says 'AkSoundEngine.PostEvent('Pickup', gameObject); and then having these functions activate is better practice.
5. When working with buttons, if you want a previously playing music to stop, you must add a Stop action to the Event, and make sure that its Scope is set to Global and not GameObject.
6. Attach an AkGameObj script onto a prefab or a gameObject in order to store information like Events, RTPC, and position!
Unity C# Cheat Sheet Pdf
7. Adding a brief pause function so that it only detects the first moment of an action- For example: You have a bird that accelerates when you click and hold right click. The moment you press, you want a blast of air sound to go off, but don't want it to be played every frame while you're holding right click.
This is great because you can call upon the void stop(); later on to pause your current script, which will resume after that amount of specified time. Clementine roger mac.
C# Cheat Sheet Pdf
8. Adding 'Typing' sound effects to only Keyboard inputs. Call any KeyDown, and exclude Mouse 1 and Mouse 2. If you want a 'Submit' sound, add it to the script that actually disables/destroys this script. Adding it here won't be fast enough.
