|
|
@@ -20,14 +20,14 @@ For more information about Game Studio, see the [Game Studio](../game-studio/ind
|
|
|
|
|
|
Unity® and Stride use mostly common terms, with a few differences:
|
|
|
|
|
|
-| Unity® | Stride |
|
|
|
-| ----- | ------- |
|
|
|
-| Hierarchy panel | Entity Tree |
|
|
|
-| Inspector | Property Grid |
|
|
|
-| Project browser | Asset View |
|
|
|
-| Scene view | Scene Editor |
|
|
|
-| GameObject | Entity |
|
|
|
-| MonoBehaviour | SyncScript, AsyncScript, StartupScript |
|
|
|
+| Unity® | Stride |
|
|
|
+|-----------------|----------------------------------------|
|
|
|
+| Hierarchy panel | Entity Tree |
|
|
|
+| Inspector | Property Grid |
|
|
|
+| Project browser | Asset View |
|
|
|
+| Scene view | Scene Editor |
|
|
|
+| GameObject | Entity |
|
|
|
+| MonoBehaviour | SyncScript, AsyncScript, StartupScript |
|
|
|
|
|
|
## Folders and files
|
|
|
|
|
|
@@ -134,23 +134,23 @@ In Stride, Transform components contain a LocalMatrix and a WorldMatrix that are
|
|
|
#### Local Position/Rotation/Scale
|
|
|
Stride uses position, rotation, and scale to refer to the local position, rotation, and scale.
|
|
|
|
|
|
-| Unity® | Stride |
|
|
|
-| ----- | ------- |
|
|
|
-| `transform.localPosition` | `Transform.Position` |
|
|
|
-| `transform.localRotation` | `Transform.Rotation` |
|
|
|
-| `transform.localScale` | `Transform.Scale` |
|
|
|
+| Unity® | Stride |
|
|
|
+|------------------------------|------------------------------|
|
|
|
+| `transform.localPosition` | `Transform.Position` |
|
|
|
+| `transform.localRotation` | `Transform.Rotation` |
|
|
|
+| `transform.localScale` | `Transform.Scale` |
|
|
|
| `transform.localEulerAngles` | `Transform.RotationEulerXYZ` |
|
|
|
|
|
|
#### World Position/Rotation/Scale
|
|
|
In comparison to Unity, many of the Transform component's properties related to its location in the world have been moved to the [WorldMatrix](xref:Stride.Engine.TransformComponent.WorldMatrix).
|
|
|
|
|
|
-| Unity® | Stride |
|
|
|
-| ----- | ------- |
|
|
|
-| `transform.position` | `Transform.WorldMatrix.TranslationVector` |
|
|
|
-| `transform.rotation` | N/A |
|
|
|
-| `transform.scale` | N/A |
|
|
|
-| `transform.eulerAngles` | `Transform.WorldMatrix.DecomposeXYZ(out Vector3 rotation)` |
|
|
|
-| `transform.scale` and `transform.position` | `Transform.WorldMatrix.Decompose(out Vector3 scale, out Vector3 translation)` |
|
|
|
+| Unity® | Stride |
|
|
|
+|-------------------------------------------------------------------|--------------------------------------------------------------------------------------------------------|
|
|
|
+| `transform.position` | `Transform.WorldMatrix.TranslationVector` |
|
|
|
+| `transform.rotation` | N/A |
|
|
|
+| `transform.scale` | N/A |
|
|
|
+| `transform.eulerAngles` | `Transform.WorldMatrix.DecomposeXYZ(out Vector3 rotation)` |
|
|
|
+| `transform.scale` and `transform.position` | `Transform.WorldMatrix.Decompose(out Vector3 scale, out Vector3 translation)` |
|
|
|
| `transform.scale`, `transform.rotation`, and `transform.position` | `Transform.WorldMatrix.Decompose(out Vector3 scale, out Quaternion rotation, out Vector3 translation)` |
|
|
|
|
|
|
>[!Note]
|
|
|
@@ -161,14 +161,14 @@ To ensure you're reading the latest position and rotation, you should force the
|
|
|
Unlike Unity, Stride provides a Backward, Left, and Down property.
|
|
|
Note that those are matrix properties, so setting one of those is not enough to properly rotate the matrix.
|
|
|
|
|
|
-| Unity® | Stride |
|
|
|
-| ----- | ------- |
|
|
|
-| `transform.forward` | `Transform.WorldMatrix.Forward` |
|
|
|
+| Unity® | Stride |
|
|
|
+|--------------------------|----------------------------------|
|
|
|
+| `transform.forward` | `Transform.WorldMatrix.Forward` |
|
|
|
| `transform.forward * -1` | `Transform.WorldMatrix.Backward` |
|
|
|
-| `transform.right` | `Transform.WorldMatrix.Right` |
|
|
|
-| `transform.right * -1` | `Transform.WorldMatrix.Left` |
|
|
|
-| `transform.up` | `Transform.WorldMatrix.Up` |
|
|
|
-| `transform.up * -1` | `Transform.WorldMatrix.Down` |
|
|
|
+| `transform.right` | `Transform.WorldMatrix.Right` |
|
|
|
+| `transform.right * -1` | `Transform.WorldMatrix.Left` |
|
|
|
+| `transform.up` | `Transform.WorldMatrix.Up` |
|
|
|
+| `transform.up * -1` | `Transform.WorldMatrix.Down` |
|
|
|
|
|
|
>[!Note]
|
|
|
> See note in [World Position/Rotation/Scale](#world-positionrotationscale)
|
|
|
@@ -218,12 +218,12 @@ As soon as you add an asset to your project, you can edit its properties in the
|
|
|
|
|
|
Like Unity®, Stride supports file formats including:
|
|
|
|
|
|
-| Asset type | Supported formats
|
|
|
-|------|---|
|
|
|
-| Models, animations, skeletons | .dae, .3ds, obj, .blend, .x, .md2, .md3, .dxf, .fbx
|
|
|
-| Sprites, textures, skyboxes | .dds, .jpg, .jpeg, .png, .gif, .bmp, .tga, .psd, .tif, .tiff
|
|
|
-| Audio | .wav, .mp3, .ogg, .aac, .aiff, .flac, .m4a, .wma, .mpc
|
|
|
-| Fonts | .ttf, .otf |
|
|
|
+| Asset type | Supported formats |
|
|
|
+|-------------------------------|--------------------------------------------------------------|
|
|
|
+| Models, animations, skeletons | .dae, .3ds, obj, .blend, .x, .md2, .md3, .dxf, .fbx |
|
|
|
+| Sprites, textures, skyboxes | .dds, .jpg, .jpeg, .png, .gif, .bmp, .tga, .psd, .tif, .tiff |
|
|
|
+| Audio | .wav, .mp3, .ogg, .aac, .aiff, .flac, .m4a, .wma, .mpc |
|
|
|
+| Fonts | .ttf, .otf |
|
|
|
|
|
|
For more information about assets, see [Assets](../game-studio/assets.md).
|
|
|
|
|
|
@@ -321,13 +321,13 @@ public override void Update()
|
|
|
|
|
|
## Time
|
|
|
|
|
|
-| Unity® | Stride |
|
|
|
-| ----- |------------|
|
|
|
-| `Time.deltaTime` | `Game.UpdateTime.WarpElapsed.TotalSeconds` |
|
|
|
-| `Time.unscaledDeltaTime` | `Game.UpdateTime.Elapsed.TotalSeconds` |
|
|
|
-| `Time.realtimeSinceStartup` | `Game.UpdateTime.Total.TotalSeconds` |
|
|
|
-| `Time.timeScale` | `Game.UpdateTime.Factor` |
|
|
|
-| `Time.fixedDeltaTime` | `myRigidbodyComponent.Simulation.FixedTimeStep` |
|
|
|
+| Unity® | Stride |
|
|
|
+|-----------------------------|-------------------------------------------------|
|
|
|
+| `Time.deltaTime` | `Game.UpdateTime.WarpElapsed.TotalSeconds` |
|
|
|
+| `Time.unscaledDeltaTime` | `Game.UpdateTime.Elapsed.TotalSeconds` |
|
|
|
+| `Time.realtimeSinceStartup` | `Game.UpdateTime.Total.TotalSeconds` |
|
|
|
+| `Time.timeScale` | `Game.UpdateTime.Factor` |
|
|
|
+| `Time.fixedDeltaTime` | `myRigidbodyComponent.Simulation.FixedTimeStep` |
|
|
|
|
|
|
## Physics
|
|
|
|