Introduction to components
Create components with scripts
Use componentsYou can use different components to change or add functions to your GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObjectâs functionality is defined by the Components attached to it. More info
See in Glossary. You can use the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary window to change the properties of any component, or you can use scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary.
For more information on how to use your components with scripts, see the components script reference page.
Add componentsYou can add components to the selected GameObject through the Component menu. To add a Rigidbody component, select the GameObject and select Component > Physics > Rigidbody from the menu. The Inspector displays the Rigidbodyâs properties. If you press Play while you have the empty GameObject selected, the Y position of the GameObjectâs transform decreases. This is because the physics system in Unity causes the GameObject to fall under gravity.
A GameObject with a Rigidbody component attachedYou can also add components in the Component browser. To open the Component browser, select Add Component in the Inspector.
The Component browserYou can navigate the components by category in the browser or use the search box to locate components by name.
A component must be in the same project as the GameObject you want to attach it to. A component can be specific to a package or created by a script. The Unity Editor canât search for components from:
You can attach any number or combination of components to a single GameObject. Some components work best in combination with others. For example, the Rigidbody works with a ColliderAn invisible shape that is used to handle physical collisions for an object. A collider doesnât need to be exactly the same shape as the objectâs mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary.
For more information about a particular component, see the relevant Component reference page. You can also access the reference page for a component from Unity if you select the help icon (?) on the componentâs header in the Inspector.
Edit componentsWhen you attach a component to a GameObject, the componentâs properties contain default values. You can edit these values in the Editor while you build a game, or in scripts when you run the game.
There are two main types of properties: values and references.
You can edit value properties in the Inspector. There are various types of values, including text, toggles and dropdowns.
For reference properties, you can drag a file from the Project view into the property, or use the object picker (circle icon) on the property. Reference properties can reference other types of components, GameObjects, or assets.
For more information about the different property types, refer to Editing Properties.
The image below shows a GameObject with an Audio SourceA component which plays back an Audio Clip in the scene to an audio listener or through an audio mixer. More info
See in Glossary component. The values of the Audio Source in the Inspector show how you can adjust aspects of a component to suit your project.
Right click on a component for the context menu with several useful commands.
The same commands are also available from the kebab menu (â®) in the top-right of the component panel in the Inspector window.
The table below describes the commands available so you can adjust your components:
Command: Description: Reset Restores the values the componentâs properties had before the most recent editing session. Remove Component Removes the component from the GameObject. Note: Some combinations of components depend on each other (Hinge JointA joint that groups together two Rigidbody components, constraining them to move like they are connected by a hinge. It is perfect for doors, but can also be used to model chains, pendulums and so on. More infoIn Play Mode, you can change properties of a component in the Inspector. This lets you see how different values for a property affect gameplay. For example, you can experiment with different heights of jumping. If you create a Jump Height property in a script, you can enter Play Mode, change the value, and press the jump button to see what happens. Then, without exiting Play Mode, you can change it again and see the results within seconds. When you exit Play Mode, the properties revert to their pre-Play Mode values. With this workflow, you can experiment, adjust, and refine your gameplay in less time.
Additional resourcesIntroduction to components
Create components with scripts
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