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mouse could find cheese\n\u2022 The alien UFO could collect precious gemstones
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and scale in the <b>Scene</b> view as needed to ensure that it's easily
visible and reachable by the player. \n\nThis will make testing as efficient
as possible.\n\n<b>Tip:</b> You might want to adjust the position and
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the script\u2019s name automatically highlighted, immediately rename this
new script \"Collectible\". \n\nJust like last time, the spelling of the
name is important because it becomes part of the script.\n\n<b>4.</b>
Press <b>Enter</b> to save the script name. \n\nYou'll see the code of
the new blank script in the <b>Inspector</b> window.\n\n<b>Note:</b> If
you make a typo in your script name or have to rename it for any reason,
it will be easier to just delete it and create a new one with the correct
name.\n\n<b>5.</b> In the <b>Hierarchy</b>, select the <b>Collectible</b>
GameObject. \n\n<b>6.</b> Drag and drop the <b>Collectible</b> script
you just created from the <b>Project</b> window into an empty space of
the <b>Inspector</b> window for the <b>Collectible</b> GameObject (such
as the space around the <b>Add Component</b> button). \n\nNote that this
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are usually a few different ways to do the same things in Unity!"
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m_Untranslated: "<b>1.</b> In the <b>Project</b> window, double-click the
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Locate the <b>using statement</b> at the top of the script, specifically
\u201Cusing UnityEngine;\u201D. \n\n<b>Using statements</b> link the script
to the necessary libraries so that when you enter something like \u201CRigidbody,\u201D
the script knows what that means. \n\n<b>3.</b> Beneath the using statements,
locate the <b>class declaration:</b> \n<b>public class Collectible : MonoBehaviour.</b>\n\nThis
defines the script as a public class named \"Collectible\" that inherits
from Unity's <b>MonoBehaviour</b> class. <b>MonoBehaviour</b> is a required
class for all GameObjects in Unity. This bit of code is what allows you
to add your script as a component to a GameObject.\n\nDon\u2019t worry
if this is still confusing at this point \u2014 it will slowly make more
and more sense as you continue on.\n\n<b>4.</b> Locate the <b>Start()
function.</b> \n\nThis function is executed once at the beginning of the
game. \n\n<b>5.</b> Locate the <b>Update() function.</b> \n\nUnity runs
this function once per frame. \n\nGames typically run at 30-60 frames per
second, so any code within this function will be executed many times continuously
throughout the game, making it suitable for ongoing actions and animations.
This is where you\u2019ll put your rotation code so that the collectible
will rotate continuously."
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You\u2019ll experiment in the <b>Scene</b> view to visualize this."
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m_Untranslated: "<b>1.</b> Select the collectible object and frame it in
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the top of the <b>Scene</b> view, make sure you\u2019re using the <b>Local</b>
coordinate system instead of the <b>Global</b> system so that you\u2019ll
be able to see the orientation of the collectible changing as it rotates.
\n\n<b>3.</b> In the <b>Inspector</b> window, in the <b>Transform</b>
component, locate the <b>Rotation</b> coordinates. Click and drag the label
<b>Y</b> right and left to change the Y-axis rotation. \n\nWatch the demo
video again very closely if you\u2019re still not sure how to do this.\n\n<b>Tip:</b>
If you hold down the <b>Shift</b> key while you click and drag the value,
the value will change more quickly. \n\nObserve how the object rotates
in the <b>Scene</b> view. This visual experiment helps you see the effect
of rotation values on your object. This is the effect you want to achieve
in your script: you want to increase the Y rotation value in the <b>Transform</b>
component continuously over time. \n\nIn the next step, you\u2019ll add
the code that rotates the collectible around the Y-axis continuously."
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m_Untranslated: "It's time to add continuous rotation from your <b>Collectible</b>
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\n\nSpecifically, you'll use the <b>transform.Rotate</b> method, a built-in
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For a simple rotation effect, you'll change the Y value, which makes the
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each frame, making it appear to smoothly, continuously rotate."
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m_Untranslated: "<b>1.</b> Open the <b>Collectible</b> script in the script
editor.\n\n<b>2.</b> Put your cursor inside the <b>Update()</b> method,
between the sets of curly brackets. \n\nIt can be helpful to add a few
new lines using the <b>Enter</b> (macOS: <b>Return</b>) key to give yourself
a bit of space before you add your new code. \n\nThe extra space won\u2019t
change the functionality of the code, but it can make your code easier
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function, between the opening and closing curly brackets: \n\n <b>transform.Rotate(0,
1, 0); </b>\n\n<b>Important:</b> Don\u2019t forget to add the semicolon
at the end of the line of code. \n\nThis line instructs Unity to rotate
the collectible object 1 degree around the Y-axis in each frame, creating
a continuous rotation effect.\n\n<b>4.</b> Save the script by pressing
<b>Ctrl+S</b> (macOS: <b>Cmd+S</b>) or by selecting <b>File</b> > <b>Save</b>
from the main menu of the script editor. \n\n<b>5.</b> Back in the Unity
Editor, enter Play mode to see the collectible object rotating continuously.\n\n<b>Tip:</b>
During <b>Play</b> mode, you can switch to the <b>Scene</b> view tab, which
will allow you to get a close-up view of your collectible as the application
is running. \n\n<b>6.</b> Remember to exit <b>Play</b> mode when you\u2019re
done testing!"
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m_Untranslated: "You might notice that the collectible rotates really quickly.
However, if you try to reduce the value from <b>1</b> to <b>0.5</b> in
your script, you'll get an error in your code, indicated by a red underline.
\n\nIn C#, decimal numbers are treated as <b>float values.</b>\nA float,
short for \"floating point number\", is a data type that can handle decimals.
\n\n<b>Data types</b> in programming specify the type of a value and how
the computer interprets this value. For instance, integers for whole numbers,
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m_Untranslated: "<b>1.</b> Reopen the <b>Collectible</b> script in your
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Save the script and return to the Unity Editor. Play your scene to observe
the slower rotation of the collectible."
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m_Untranslated: "In this step, you will enhance the flexibility of the rotation
behavior by introducing a <b>public variable</b> to your script. \n\nA
variable in programming is just a named piece of data that can vary. When
you declare a public variable for rotation speed, you'll allow yourself,
and anyone else who works on this project in Unity, to easily adjust the
rotation rate directly from the <b>Inspector</b> window without the need
to modify the script. \n\nThis practice is an example of efficient game
programming."
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m_Untranslated: "<b>1.</b> Open the <b>Collectible</b> script in your script
editor.\n\n<b>2.</b> Above the <b>Start()</b> method, but after the first
opening curly bracket of your script, use the <b>Enter</b> (macOS: <b>Return</b>)
key to add a few empty lines to make some space for yourself to type. \n\n<b>Important:</b>
Pay close attention to the demo video to see where to put this code. Putting
it in the wrong section of your script will cause errors. \n\n<b>3.</b>
Declare a new public float variable before the <b>Start</b> method by adding
the line: \n\n <b>public float rotationSpeed;</b>\n\nThis creates a
public variable named <b>rotationSpeed</b> of type float. The word \"public\"
(as opposed to \"private\") makes this value editable in the <b>Inspector</b>
window. \n\nUsing a lowercase letter for the first word, but uppercase
letters at the start of all subsequent words is known as <b>camelCase,</b>
and is a common practice when naming variables. It\u2019s called camelCase
because it kind of looks like a camel from the side, with humps at the
center of the word. \n\n<b>4.</b> Now, replace the hard-coded rotation
value in the <b>Update()</b> method with this new variable you just created:
\n\n <b>transform.Rotate(0, rotationSpeed, 0);</b>\n\n<b>5.</b> Save
the script and switch back to the Unity Editor. In the <b>Inspector</b>
window, you'll now see the <b>rotationSpeed</b> variable in the <b>Inspector</b>
window when you select the collectible object, which is set to zero by
default. You\u2019ll also notice that Unity has taken your camelCase <b>rotationSpeed</b>
variable and changed it to <b>Rotation Speed</b> in the <b>Inspector</b>
window for improved readability. \n\n<b>6.</b> In the <b>Inspector</b>
window, set the <b>Rotation Speed</b> value to a number like <b>0.5</b>
to control the speed of rotation. Edit the value to the rotation speed
you like the best.\n\nNow, if you ever want to adjust that value in the
future, you don\u2019t need to open a script! You can make the change right
there in the <b>Inspector</b> window. \n\n<b>Note:</b> Remember to save
your scene after exiting <b>Play</b> mode."
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m_Untranslated: "Congratulations on writing your first line of code to make
the collectible rotate about the Y-axis! \n\nHere are some of the things
you learned along the way:\n\n\u2022 Explain the <b>using</b> statements
at the top of a Unity script. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/Namespaces.html?utm_source=learnTPOCi'>more</a>)\n\u2022
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Explain the <b>Start</b> method and <b>Update</b> method in a Unity script.
(<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/CreatingAndUsingScripts.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Call a transform function in the <b>Update</b> method to transform a GameObject
over time. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/EventFunctions.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Apply correct data types in code, including integers and floats.\n\u2022
Declare new custom variables in a script. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/VariablesAndTheInspector.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Explain how public variables in a script behave in Unity. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/VariablesAndTheInspector.html?utm_source=learnTPOCi'>more</a>)\n\u2022
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Apply correct naming conventions to variables and methods.\n"
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m_Untranslated: "Proceed to the next tutorial where you'll finalize the living
room functionality. You\u2019ll add more code that will allow the player
to pick up the collectible object. Then you\u2019ll arrange more collectibles
throughout the room."
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