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Coding for Creatives Spring 2021
  • Hello
  • Class Exercises
    • Week 2 (Variable) Activities
      • Getting Blobby (Processing)
      • Unity Activity Notes
      • TouchDesigner Activity Notes
      • More Variable Activities
        • Star Wars Name Exercise
        • Mad Libs Exercise
    • Week 3 (If/Else Statements) Activities
      • Rubber Ducky Activity (Unity)
    • Week 4 (Loops) Activities
      • Using For and Foreach Loops in Unity
      • More Loop Activities
        • Movement Using If Statements In Processing
        • Moving Shapes in Processing
    • Week 5 (Arrays & Lists) Activities
      • Moving Squares Activity
    • Week 6 (Functions)
      • Mario Activity
      • Raycasting (Unity)
      • More Functions Activities
        • Snake (Processing)
    • Week 8 (Randomness & Object Interaction)
      • Bouncing Ball (Unity)
    • Week 9 (Creating Custom Objects)
      • Creating Custom Objects (Processing)
      • Cannon Game (Unity)
    • Week 10 (Sensors & TouchDesigner)
      • TouchOSC
      • More Activities
        • Audio-Reactive 3D Shapes
  • Glossary and Terms
    • Blank Space / Canvas Origin
    • Shapes / Primitives
    • Color
    • Movement
    • Control
    • Variables
      • Declaring Variables
      • Assigning a Variable
      • Using a Variable
      • Data Types
        • Floating Point or Float
        • Integer or Int
        • Boolean or Bool
        • String
      • Casting a Variable
    • Arrays
      • Creating Arrays
      • Assigning Values to Arrays
      • Using Array Elements
      • Multi-Dimensional Arrays
      • Common Errors
    • Conditional Statements (If/Else)
    • Operators
      • Relational Operators
      • Mathematical Operators
      • Logical Operators
    • Loops
      • While Loops
      • For Loops
      • Foreach Loops
    • Functions & Methods
      • Creating a Function
      • Calling or Invoking a Function
      • Parameters & Arguments
    • Interaction
      • Mouse Interaction
    • Objects, Classes & Libraries
      • Accessing Objects
    • Node-Based Programming
  • Processing Info
    • Overview
    • Interface
    • Template
    • Printing to the Console
  • Unity Info
    • Overview
    • The Default Interface
    • The Windows (Tabs)
      • Hierarchy Window
      • Scene Window
      • Project Window
      • Inspector Window
      • Game Window
      • Console Window
    • Other Layouts
      • Create a Custom Layout
  • TouchDesigner Info
    • Overview
    • Popular TOPs
    • Popular CHOPs
    • Popular SOPs
    • Popular DATs
  • Arduino Info
    • Arduinos!
    • The Parts
    • The Setup
      • Using the Serial Connection
      • Output Component Setup Examples
      • Input Component Setup Examples
      • Create a Night Light
  • Templates & Shortcuts
    • Power of Negative 1
    • Modifiers
    • Start Codes
      • Processing Start Code
      • HTML, CSS, JavaScript Start Code
    • WASD Movement Code
      • Processing Example
      • Unity Example (3D)
      • Unity Example (2D Platformer)
    • Parenting Example Script
  • Useful Links
    • Share & Show Off
    • Software & Apps
    • Free & Affordable Game Assets
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  1. Glossary and Terms
  2. Objects, Classes & Libraries

Accessing Objects

Each language has its own way of creating objects, but generally have the same way of accessing aspects of objects.

Generally, it's with dots and it starts with the largest object or class and gets smaller each time.

Example: if we had Census data to access from outside of a USPopulation object and we wanted the name of the head of household of 101 N. Court Street.

USPopulation.Midwest.Ohio.Southeast.Athens.Athens.UpTown.NorthCourtStreet.0-300.100.Household.Head.name

Each dot is looking deeper into the object until we get what we want - usually a value or a function related to it.

Examples of where we've used it before in class:

Seeing if the space bar is pressed:

if (Input.GetKeyDown(KeyCode.Space) == true)
{

}

Input is a class and we use the dot to access the class' GetKeyDown() function.

KeyCode is not a class, but is similar, proving the key code for the space bar.

gameObject.transform.position.y

If we have access to a game object in Unity, we can dig deeper and get to its Transform component, then into its position property, and then its position on the y-axis.

gameObject.GetComponent<SpriteRenderer>().sprite

In Unity, we can access any Component on a game object using GetComponent<NameOfComponent>() and then a dot to go into the component to access its variables and functions.

public void OnCollisionEnter2D(Collision2D collision)
{
    if (collision.gameObject.name == "Ground")
    {
    }
}

When a function provides information such as a Collision2D type here named collision, we can use it to access the game object and all its features.

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Last updated 4 years ago

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