- Basics
 - Movement & Rotation
 - Physics
 - Input
 - UI
 - Audio
 - Scripting
 - Design Patterns
 - Shortcuts
 - Practical Use Cases
 - TBD (To Be Documented)
 
MonoBehaviour Life Cycle Flow Chart
// MonoBehaviour is the base class from which every Unity script derives. // Offers some life cycle functions that are easier for you to develop your game. // Some of the most frequently used ones are as follows; Awake() Start() Update() FixedUpdate() LateUpdate() OnGUI() OnEnable() OnDisable()// Transform is a fundamental component in Unity that every GameObject has. // It defines the object's Position, Rotation, and Scale in the game world. // Access the transform component Transform transform = gameObject.transform; // Position: Vector3 representing world space coordinates (x, y, z) transform.position = new Vector3(0, 2, 0); // Set absolute position transform.localPosition = Vector3.zero; // Position relative to parent // Rotation: Can be set using Euler angles (degrees) or Quaternions transform.rotation = Quaternion.identity; // No rotation transform.eulerAngles = new Vector3(0, 90, 0); // Rotate 90 degrees around Y axis transform.localRotation = Quaternion.identity; // Rotation relative to parent // Scale: Vector3 representing scale on each axis transform.localScale = Vector3.one; // Normal scale (1, 1, 1) transform.localScale = new Vector3(2, 2, 2); // Double size on all axes // Parent-Child Relationships transform.parent = anotherObject.transform; // Set parent transform.SetParent(null); // Remove parent (make root)// Vector3 is representation of 3D vectors and points // It's used to represent 3D positions,considering x,y & z axis. Vector3 v = new Vector3(0f, 0f, 0f);// A Quaternion stores the rotation of the Transform in world space. // Quaternions are based on complex numbers and don't suffer from gimbal lock. // Unity internally uses Quaternions to represent all rotations. // You almost never access or modify individual Quaternion components (x,y,z,w);  // A rotation 30 degrees around the y-axis Quaternion rotation = Quaternion.Euler(0, 30, 0);// Euler angles are "degree angles" like 90, 180, 45, 30 degrees. // Quaternions differ from Euler angles in that they represent a point on a Unit Sphere (the radius is 1 unit). // Create a quaternion that represents 30 degrees about X, 10 degrees about Y Quaternion rotation = Quaternion.Euler(30, 10, 0); // Using a Vector Vector3 EulerRotation = new Vector3(30, 10, 0); Quaternion rotation = Quaternion.Euler(EulerRotation); // Convert a transform's Quaternion angles to Euler angles Quaternion quaternionAngles = transform.rotation; Vector3 eulerAngles = quaternionAngles.eulerAngles;// Moves the transform in the direction and distance of translation. public void Translate(Vector3 translation); public void Translate(Vector3 translation, Space relativeTo = Space.Self); transform.Translate(Vector3.right * movementSpeed);// Calculate a position between the points specified by current and target // Moving no farther than the distance specified by maxDistanceDelta public static Vector3 MoveTowards(Vector3 current, Vector3 target, float maxDistanceDelta); Vector3 targetPosition; transform.position = Vector3.MoveTowards(transform.position, targetPosition, Time.deltaTime);// Linearly interpolates between two points. Results in a smooth transition. public static Vector3 Lerp(Vector3 startValue, Vector3 endValue, float interpolationRatio); Vector3 targetPosition; float t = 0; t += Time.deltaTime * speed; transform.position = Vector3.Lerp(transform.position, targetPosition, t);// Gradually changes a vector towards a desired goal over time. // The vector is smoothed by some spring-damper like function, which will never overshoot. // The most common use is for smoothing a follow camera. public static Vector3 SmoothDamp(Vector3 current, Vector3 target, ref Vector3 currentVelocity, float smoothTime, float maxSpeed = Mathf.Infinity, float deltaTime = Time.deltaTime); float smoothTime = 1f; Vector3 velocity; Vector3 targetPosition = target.TransformPoint(new Vector3(0, 5, -10)); // Smoothly move the camera towards that target position transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, smoothTime);// A Quaternion stores the rotation of the Transform in world space. // Quaternions are based on complex numbers and don't suffer from gimbal lock. // Unity internally uses Quaternions to represent all rotations. transform.rotation = new Quaternion(rotx, roty, rotz, rotw);// Transform.eulerAngles represents rotation in world space.  // It is important to understand that although you are providing X, Y, and Z rotation values to describe your rotation // those values are not stored in the rotation. Instead, the X, Y & Z values are converted to the Quaternion's internal format. transform.eulerAngles = Vector3(rotx, roty, rotz);// Applies rotation around all the given axes. public void Rotate(Vector3 eulers, Space relativeTo = Space.Self); public void Rotate(float xAngle, float yAngle, float zAngle, Space relativeTo = Space.Self); transform.Rotate(rotx, roty, rotz);// Rotates the transform about axis passing through point in world coordinates by angle degrees. public void RotateAround(Vector3 point, Vector3 axis, float angle); // Spin the object around the target at 20 degrees/second. Transform target; transform.RotateAround(target.position, Vector3.up, 20 * Time.deltaTime);// Points the positive 'Z' (forward) side of an object at a position in world space. public void LookAt(Transform target); public void LookAt(Transform target, Vector3 worldUp = Vector3.up); // Rotate the object's forward vector to point at the target Transform. Transform target; transform.LookAt(target); // Same as above, but setting the worldUp parameter to Vector3.left in this example turns the object on its side. transform.LookAt(target, Vector3.left);// Creates a rotation with the specified forward and upwards directions. public static Quaternion LookRotation(Vector3 forward, Vector3 upwards = Vector3.up); // The following code rotates the object towards a target object. Vector3 direction = target.position - transform.position; Quaternion rotation = Quaternion.LookRotation(direction); transform.rotation = rotation;// Creates a rotation (a Quaternion) which rotates from fromDirection to toDirection. public static Quaternion FromToRotation(Vector3 fromDirection, Vector3 toDirection); // Sets the rotation so that the transform's y-axis goes along the z-axis. transform.rotation = Quaternion.FromToRotation(Vector3.up, transform.forward);// Converts a rotation to angle-axis representation (angles in degrees). // In other words, extracts the angle as well as the axis that this quaternion represents. public void ToAngleAxis(out float angle, out Vector3 axis); // Extracts the angle - axis rotation from the transform rotation float angle = 0.0f; Vector3 axis = Vector3.zero; transform.rotation.ToAngleAxis(out angle, out axis);void FixedUpdate() { // Bit shift the index of the layer (8) to get a bit mask int layerMask = 1 << 8; // This would cast rays only against colliders in layer 8. // But instead we want to collide against everything except layer 8. The ~ operator does this, it inverts a bitmask. layerMask = ~layerMask; RaycastHit hit; // Does the ray intersect any objects excluding the player layer if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, Mathf.Infinity, layerMask)) { Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * hit.distance, Color.yellow); Debug.Log("Did Hit"); } }// Makes the collision detection system ignore all collisions between collider1 and collider2. public static void IgnoreCollision(Collider collider1, Collider collider2, bool ignore = true); // Here we're disabling the collision detection between the colliders of ally and bullet objects. Transform bullet; Transform ally; Physics.IgnoreCollision(bullet.GetComponent<Collider>(), ally.GetComponent<Collider>());// Returns true during the frame the user starts pressing down the key if (Input.GetKeyDown(KeyCode.Space)) { Debug.Log("Space key was pressed"); } // Jump is also set to space in Input Manager if (Input.GetButtonDown("Jump")) { Debug.Log("Do something"); }if (Input.GetAxis("Mouse X") < 0) { Debug.Log("Mouse moved left"); } if (Input.GetAxis("Mouse Y") > 0) { Debug.Log("Mouse moved up"); } if (Input.GetMouseButtonDown(0)) { Debug.Log("Pressed primary button."); } if (Input.GetMouseButtonDown(1)) { Debug.Log("Pressed secondary button."); } if (Input.GetMouseButtonDown(2)) { Debug.Log("Pressed middle click."); }if (Input.touchCount > 0) { touch = Input.GetTouch(0); if (touch.phase == TouchPhase.Began) { Debug.Log("Touch began"); } if (touch.phase == TouchPhase.Moved) { Debug.Log("Touch moves"); } if (touch.phase == TouchPhase.Ended) { Debug.Log("Touch ended"); } }// Button is used to handle user clicks and interactions. // Attach this script to a Button component to respond to button clicks. using UnityEngine.UI; Button myButton = GetComponent<Button>(); myButton.onClick.AddListener(MyButtonClickHandler); void MyButtonClickHandler() { Debug.Log("Button Clicked!"); }// Slider is used for selecting a value within a range. // Attach this script to a Slider component to respond to value changes. using UnityEngine.UI; Slider mySlider = GetComponent<Slider>(); mySlider.onValueChanged.AddListener(MySliderValueChangedHandler); void MySliderValueChangedHandler(float value) { Debug.Log("Slider Value: " + value); }public class PlayAudio : MonoBehaviour { public AudioSource audioSource; void Start() { // Calling Play on an Audio Source that is already playing will make it start from the beginning audioSource.Play(); } }Coroutines in Unity are a powerful feature that allows you to pause the execution of a function and resume it later. This is particularly useful for tasks that need to be spread over several frames, such as animations, waiting for a condition to be met, or handling asynchronous operations.
using UnityEngine; using System.Collections; public class CoroutineExample : MonoBehaviour { void Start() { // Start the coroutine StartCoroutine(ExampleCoroutine()); } IEnumerator ExampleCoroutine() { Debug.Log("Coroutine started"); // Wait for 2 seconds yield return new WaitForSeconds(2); Debug.Log("Coroutine resumed after 2 seconds"); } }Coroutines can be used to perform repeated actions with a delay between each iteration.
IEnumerator RepeatActionCoroutine() { while (true) { Debug.Log("Action performed"); // Wait for 1 second before repeating yield return new WaitForSeconds(1); } } // Start the coroutine StartCoroutine(RepeatActionCoroutine());Coroutines can also wait for a condition to be true before continuing execution.
IEnumerator WaitForConditionCoroutine() { Debug.Log("Waiting for condition..."); // Wait until the condition is met yield return new WaitUntil(() => SomeConditionIsTrue()); Debug.Log("Condition met, resuming coroutine"); } bool SomeConditionIsTrue() { // Replace with your actual condition return Time.time > 5; } // Start the coroutine StartCoroutine(WaitForConditionCoroutine());Coroutines can be used to handle events over time, such as fading out a UI element.
IEnumerator FadeOutCoroutine(CanvasGroup canvasGroup, float duration) { float startAlpha = canvasGroup.alpha; float rate = 1.0f / duration; float progress = 0.0f; while (progress < 1.0f) { canvasGroup.alpha = Mathf.Lerp(startAlpha, 0, progress); progress += rate * Time.deltaTime; yield return null; // Wait for the next frame } canvasGroup.alpha = 0; } // Usage CanvasGroup myCanvasGroup = GetComponent<CanvasGroup>(); StartCoroutine(FadeOutCoroutine(myCanvasGroup, 2.0f));You can stop a coroutine using StopCoroutine() or StopAllCoroutines().
Coroutine myCoroutine; void Start() { myCoroutine = StartCoroutine(ExampleCoroutine()); } void StopMyCoroutine() { if (myCoroutine != null) { StopCoroutine(myCoroutine); } } void StopAllMyCoroutines() { StopAllCoroutines(); }- Coroutines are not threads. They run on the main thread and are subject to the same performance constraints.
 - Use 
yield return null;to wait for the next frame. - Use 
yield return new WaitForSeconds(seconds);to wait for a specific amount of time. - Use 
yield return new WaitUntil(() => condition);to wait until a condition is true. - Coroutines can be nested, and you can yield return other coroutines.
 
Unity provides several ways to handle events in your games. Here are the main approaches:
UnityEvents are serializable events that can be configured in the Inspector and used in scripts.
using UnityEngine; using UnityEngine.Events; // Basic UnityEvent public class BasicEventExample : MonoBehaviour { // This will show up in the inspector public UnityEvent onGameStart; void Start() { // Invoke the event onGameStart?.Invoke(); } } // UnityEvent with parameters [System.Serializable] public class ScoreEvent : UnityEvent<int> { } public class ParameterizedEventExample : MonoBehaviour { public ScoreEvent onScoreChanged; private int score = 0; public void AddScore(int points) { score += points; onScoreChanged?.Invoke(score); } }Traditional C# events provide a more code-based approach to event handling.
Delegates are type-safe function pointers, and events are a way to broadcast messages to multiple listeners.
public class GameEvents : MonoBehaviour { // Delegate definition public delegate void GameStateHandler(); public delegate void ScoreHandler(int newScore); // Event declaration public static event GameStateHandler OnGameStart; public static event GameStateHandler OnGameOver; public static event ScoreHandler OnScoreChanged; // Methods to trigger events public static void TriggerGameStart() { OnGameStart?.Invoke(); } public static void TriggerGameOver() { OnGameOver?.Invoke(); } public static void TriggerScoreChanged(int newScore) { OnScoreChanged?.Invoke(newScore); } } // Example usage in another class public class Player : MonoBehaviour { void OnEnable() { // Subscribe to events GameEvents.OnGameStart += HandleGameStart; GameEvents.OnGameOver += HandleGameOver; } void OnDisable() { // Unsubscribe from events GameEvents.OnGameStart -= HandleGameStart; GameEvents.OnGameOver -= HandleGameOver; } private void HandleGameStart() { Debug.Log("Game Started!"); } private void HandleGameOver() { Debug.Log("Game Over!"); } }// ScriptableObjects are data containers that you can use to save large amounts of data, independent of class instances. [CreateAssetMenu(fileName = "NewData", menuName = "ScriptableObjects/Data")] public class Data : ScriptableObject { public string dataName; public int dataValue; } // Usage Data myData = ScriptableObject.CreateInstance<Data>();// Custom Editor scripts allow you to create custom inspectors and windows in the Unity Editor. using UnityEditor; using UnityEngine; [CustomEditor(typeof(MyComponent))] public class MyComponentEditor : Editor { public override void OnInspectorGUI() { DrawDefaultInspector(); MyComponent myComponent = (MyComponent)target; if (GUILayout.Button("Do Something")) { myComponent.DoSomething(); } } }Async/await is a programming pattern that simplifies asynchronous programming. It allows you to write asynchronous code that looks and behaves like synchronous code. This is particularly useful for operations that might take time, such as:
- Loading resources
 - Network requests
 - File operations
 - Scene loading
 
using UnityEngine; using System.Threading.Tasks; using System; public class AsyncAwaitExample : MonoBehaviour { // Basic async/await structure in Unity private async void Start() { Debug.Log("Starting async operation"); await Task.Delay(1000); // Wait for 1 second Debug.Log("Async operation completed"); } // IMPORTANT: Unity's Update loop and MonoBehaviour methods must be void // They cannot be async Task private void Update() { } // Correct // private async Task Update() {} // Wrong! }// Loading resources asynchronously with progress tracking private async Task<Texture2D> LoadTextureAsync() { var resourcePath = "Textures/MyTexture"; var request = Resources.LoadAsync<Texture2D>(resourcePath); while (!request.isDone) { // Report progress Debug.Log($"Loading: {request.progress * 100}%"); await Task.Yield(); // Let other operations continue } return request.asset as Texture2D; }// Making web requests with progress tracking private async Task<string> FetchDataAsync(string url) { using var request = UnityWebRequest.Get(url); var operation = request.SendWebRequest(); while (!operation.isDone) { Debug.Log($"Downloading: {request.downloadProgress * 100}%"); await Task.Yield(); } if (request.result != UnityWebRequest.Result.Success) throw new Exception($"Failed to fetch data: {request.error}"); return request.downloadHandler.text; }// Loading scenes asynchronously with progress tracking private async Task LoadSceneAsync(string sceneName) { var operation = SceneManager.LoadSceneAsync(sceneName); operation.allowSceneActivation = false; // Don't activate immediately while (operation.progress < 0.9f) // 0.9 is the progress before activation { Debug.Log($"Loading scene: {operation.progress * 100}%"); await Task.Yield(); } Debug.Log("Scene ready to activate"); operation.allowSceneActivation = true; }// Running multiple async operations in parallel private async Task LoadGameAssetsAsync() { try { // Start multiple operations simultaneously var textureTask = LoadTextureAsync(); var dataTask = FetchDataAsync("https://api.example.com/gamedata"); var sceneTask = LoadSceneAsync("Level1"); // Wait for all tasks to complete await Task.WhenAll(textureTask, dataTask, sceneTask); // All assets are now loaded Debug.Log("All assets loaded successfully"); } catch (Exception e) { Debug.LogError($"Failed to load assets: {e.Message}"); } }// Implementing timeout for async operations private async Task<T> WithTimeout<T>(Task<T> task, TimeSpan timeout) { var timeoutTask = Task.Delay(timeout); var completedTask = await Task.WhenAny(task, timeoutTask); if (completedTask == timeoutTask) throw new TimeoutException("Operation timed out"); return await task; // Unwrap the result or propagate the exception } // Complete example using timeout handling private async Task InitializeGameAsync() { try { // Show loading screen ShowLoadingUI(); // Start multiple loading operations with timeout var loadingTask = Task.WhenAll( LoadTextureAsync(), FetchDataAsync("https://api.example.com/gamedata"), LoadSceneAsync("MainLevel") ); // Wait for all operations with a 30-second timeout await WithTimeout(loadingTask, TimeSpan.FromSeconds(30)); // Hide loading screen HideLoadingUI(); Debug.Log("Game initialized successfully"); } catch (TimeoutException) { Debug.LogError("Game initialization timed out"); ShowRetryButton(); } catch (Exception e) { Debug.LogError($"Failed to initialize game: {e.Message}"); ShowErrorUI(); } }When using async/await in Unity, follow these best practices:
- Always handle exceptions in async methods
 - Use Task.Yield() instead of Task.Delay() for frame-by-frame operations
 - Remember that async void should only be used for event handlers and MonoBehaviour methods
 - Use CancellationToken when possible to support cancellation
 - Implement timeout handling for network operations
 - Don't block the main thread with .Result or .Wait()
 - Use Task.WhenAll for parallel operations
 
// Define singleton class public class SingletonClass: MonoBehaviour { private static SingletonClass instance; public static SingletonClass Instance { get { return instance; } } private void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); } else { instance = this; } } public void SomeFunction() { } } // Use it in another class public class AnotherClass: MonoBehaviour { private void Awake() { SingletonClass.Instance.SomeFunction(); } }// Interface for the enemy public interface IEnemy { void Attack(); void TakeDamage(int damage); } // Concrete implementation of the enemy: Goblin public class Goblin : IEnemy { public void Attack() => Debug.Log("Goblin attacking!"); public void TakeDamage(int damage) => Debug.Log($"Goblin taking {damage} damage."); } // Concrete implementation of the enemy: Orc public class Orc : IEnemy { public void Attack() => Debug.Log("Orc attacking!"); public void TakeDamage(int damage) => Debug.Log($"Orc taking {damage} damage."); } // Factory interface for creating enemies public interface IEnemyFactory { IEnemy CreateEnemy(); } // Concrete implementation of the factory: GoblinFactory public class GoblinFactory : IEnemyFactory { public IEnemy CreateEnemy() => new Goblin(); } // Concrete implementation of the factory: OrcFactory public class OrcFactory : IEnemyFactory { public IEnemy CreateEnemy() => new Orc(); } // Client class using the factory to create and interact with enemies public class GameManager : MonoBehaviour { private void Start() { InteractWithEnemy(new GoblinFactory()); InteractWithEnemy(new OrcFactory()); // You can introduce new concrete implementations of IEnemy // without modifying existing client code // adhering to the open/closed principle of SOLID design  } private void InteractWithEnemy(IEnemyFactory factory) { IEnemy enemy = factory.CreateEnemy(); // Consistent interaction regardless of the enemy type enemy.Attack(); enemy.TakeDamage(20); } }// Observer interface public interface IObserver { void UpdateObserver(string message); } // Concrete implementation of the observer public class ConcreteObserver : IObserver { private string name; public ConcreteObserver(string name) { this.name = name; } public void UpdateObserver(string message) { Debug.Log($"{name} received message: {message}"); } } // Subject class public class Subject { private List<IObserver> observers = new List<IObserver>(); public void AddObserver(IObserver observer) { observers.Add(observer); } public void RemoveObserver(IObserver observer) { observers.Remove(observer); } public void NotifyObservers(string message) { foreach (var observer in observers) { observer.UpdateObserver(message); } } } // Example of usage public class ObserverExample : MonoBehaviour { private void Start() { Subject subject = new Subject(); ConcreteObserver observer1 = new ConcreteObserver("Observer 1"); ConcreteObserver observer2 = new ConcreteObserver("Observer 2"); subject.AddObserver(observer1); subject.AddObserver(observer2); // Notify all observers subject.NotifyObservers("Hello Observers!"); } }// Command interface public interface ICommand { void Execute(); } // Concrete command classes public class MoveCommand : ICommand { private Transform transform; private Vector3 direction; private float distance; public MoveCommand(Transform transform, Vector3 direction, float distance) { this.transform = transform; this.direction = direction; this.distance = distance; } public void Execute() { transform.Translate(direction * distance); } } // Invoker class public class CommandInvoker { private Stack<ICommand> commandStack = new Stack<ICommand>(); public void ExecuteCommand(ICommand command) { commandStack.Push(command); command.Execute(); } public void Undo() { if (commandStack.Count > 0) { var command = commandStack.Pop(); // Implement an undo method if necessary } } } // Usage public class CommandUser : MonoBehaviour { private CommandInvoker invoker = new CommandInvoker(); void Update() { if (Input.GetKeyDown(KeyCode.UpArrow)) { ICommand moveUp = new MoveCommand(transform, Vector3.up, 1.0f); invoker.ExecuteCommand(moveUp); } // Add other directions and invoker.Undo() for undos } }The State Pattern allows an object to alter its behavior when its internal state changes. It encapsulates state-specific behavior and makes state transitions explicit.
// State interface public interface IState { void Enter(); void Update(); void Exit(); } // Example state implementation public class IdleState : IState { public void Enter() => Debug.Log("Entered Idle State"); public void Update() => Debug.Log("Updating Idle State"); public void Exit() => Debug.Log("Exited Idle State"); } // State machine that manages state transitions public class StateMachine : MonoBehaviour { private IState currentState; public void ChangeState(IState newState) { currentState?.Exit(); currentState = newState; currentState?.Enter(); } private void Update() { currentState?.Update(); } }A complete example showing how to implement a game onboarding/tutorial system using the State Pattern. This implementation demonstrates how to:
- Manage different tutorial states (movement, combat, inventory)
 - Handle state transitions
 - Track player progress through the tutorial
 
The Strategy Pattern defines a family of algorithms, encapsulates each one, and makes them interchangeable. This pattern lets the algorithm vary independently from clients that use it.
// Strategy interface public interface IStrategy { void Execute(); } // Example strategy implementation public class AttackStrategy : IStrategy { public void Execute() => Debug.Log("Performing attack!"); } // Context class that uses the strategy public class Character : MonoBehaviour { private IStrategy strategy; public void SetStrategy(IStrategy newStrategy) { strategy = newStrategy; } public void ExecuteStrategy() { strategy?.Execute(); } }A complete example showing how to implement a flexible combat system using the Strategy Pattern. This implementation demonstrates how to:
- Define different attack strategies (melee, ranged, area)
 - Switch between strategies at runtime
 - Encapsulate combat algorithms
 
using System.Collections.Generic; using UnityEngine; public class ObjectPool : MonoBehaviour { [System.Serializable] public class Pool { public string tag; public GameObject prefab; public int size; } public List<Pool> pools; public Dictionary<string, Queue<GameObject>> poolDictionary; private void Start() { poolDictionary = new Dictionary<string, Queue<GameObject>>(); foreach (Pool pool in pools) { Queue<GameObject> objectPool = new Queue<GameObject>(); for (int i = 0; i < pool.size; i++) { GameObject obj = Instantiate(pool.prefab); obj.SetActive(false); objectPool.Enqueue(obj); } poolDictionary.Add(pool.tag, objectPool); } } public GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation) { if (!poolDictionary.ContainsKey(tag)) { Debug.LogWarning("Pool with tag " + tag + " doesn't exist."); return null; } GameObject objectToSpawn = poolDictionary[tag].Dequeue(); objectToSpawn.SetActive(true); objectToSpawn.transform.position = position; objectToSpawn.transform.rotation = rotation; poolDictionary[tag].Enqueue(objectToSpawn); return objectToSpawn; } } // Usage example public class GameManager : MonoBehaviour { public ObjectPool objectPool; private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { objectPool.SpawnFromPool("Bullet", transform.position, Quaternion.identity); } } }The Chain of Responsibility pattern creates a chain of handler objects for a request. Each handler contains a reference to the next handler in the chain and decides either to handle the request or pass it to the next handler.
// Handler interface public interface IHandler { void SetNext(IHandler handler); void HandleRequest(string request); } // Base handler class public abstract class BaseHandler : IHandler { protected IHandler nextHandler; public void SetNext(IHandler handler) { nextHandler = handler; } public virtual void HandleRequest(string request) { if (nextHandler != null) { nextHandler.HandleRequest(request); } } } // Concrete handlers public class UIHandler : BaseHandler { public override void HandleRequest(string request) { if (request == "UI_CLICK") { Debug.Log("UI Handler: Handling UI click"); } else { base.HandleRequest(request); } } } public class GameplayHandler : BaseHandler { public override void HandleRequest(string request) { if (request == "PLAYER_MOVE") { Debug.Log("Gameplay Handler: Handling player movement"); } else { base.HandleRequest(request); } } } // Usage public class InputManager : MonoBehaviour { private IHandler handlerChain; private void Start() { // Set up the chain var uiHandler = new UIHandler(); var gameplayHandler = new GameplayHandler(); uiHandler.SetNext(gameplayHandler); handlerChain = uiHandler; } private void Update() { // Example: Process different types of input if (Input.GetMouseButtonDown(0)) { handlerChain.HandleRequest("UI_CLICK"); } if (Input.GetKeyDown(KeyCode.W)) { handlerChain.HandleRequest("PLAYER_MOVE"); } } }A complete example showing how to implement a robust input handling system using the Chain of Responsibility Pattern. This implementation demonstrates how to:
- Handle different types of input (UI, gameplay, cutscenes)
 - Process input based on game state
 - Chain multiple handlers together
 
Q - Pan tool W - Move tool E - Rotate tool R - Scale tool T - Rect tool Y - Transform tool CTRL/CMD + Z - Undo CTRL/CMD + Y - Redo CTRL/CMD + S - Save CTRL/CMD + P - Play/Stop CTRL/CMD + SHIFT + P - Pause Alt + Left Click - Orbit around scene view pivot Alt + Right Click - Zoom in/out Middle Mouse - Orbit Middle Mouse + Alt - Zoom F - Focus on selected object CTRL/CMD + ALT + F - Frame selected Hold Right Click - Free look (FPS style) CTRL/CMD + SHIFT + N - Create empty GameObject ALT + SHIFT + N - Create empty child GameObject CTRL/CMD + D - Duplicate selected CTRL/CMD + ALT + F - Frame selected object F2 - Rename selected Delete - Delete selected CTRL/CMD + 1-5 - Switch between layouts SHIFT + Space - Toggle maximize current window RaycastHit hit; // Unlike this example, most of the time you should pass a layerMask as the last option to hit only to the ground if (Physics.Raycast(transform.position, Vector3.down, out hit, 0.5f)) { Debug.log("Hit something below!"); }Animator animator; Transform transform = animator.GetBoneTransform(HumanBodyBones.Head);var camPosition = Camera.main.transform.position; transform.rotation = Quaternion.LookRotation(transform.position - camPosition);Full example β smooth follow using Vector3.SmoothDamp while orbiting via yaw/pitch input.
// Accumulate yaw/pitch input yaw += lookInput.x * orbitSpeed * Time.deltaTime; pitch = Mathf.Clamp(pitch - lookInput.y * orbitSpeed * Time.deltaTime, pitchLimits.x, pitchLimits.y); // Build rotation and place camera Quaternion rotation = Quaternion.AngleAxis(yaw, Vector3.up) * Quaternion.AngleAxis(pitch, Vector3.right); Vector3 desiredPosition = target.position + rotation * followOffset; transform.position = Vector3.SmoothDamp(transform.position, desiredPosition, ref velocity, followSmoothTime); transform.rotation = Quaternion.LookRotation(target.position - transform.position, Vector3.up);Full example β coroutine-driven CanvasGroup fade for prompts and HUD panels.
IEnumerator Fade(CanvasGroup group, float targetAlpha, float duration) { float start = group.alpha; float time = 0f; while (time < duration) { time += Time.unscaledDeltaTime; group.alpha = Mathf.Lerp(start, targetAlpha, time / duration); yield return null; } group.alpha = targetAlpha; }var nextSceneToLoad = SceneManager.GetActiveScene().buildIndex + 1; var totalSceneCount = SceneManager.sceneCountInBuildSettings; if (nextSceneToLoad < totalSceneCount) { SceneManager.LoadScene(nextSceneToLoad); }The following topics are planned to be added to the documentation:
-  New Input System 
- Input Actions
 - Input Action Assets
 - Player Input Component
 - Input System Events