> For the complete documentation index, see [llms.txt](https://kurumahmut.gitbook.io/genel/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://kurumahmut.gitbook.io/genel/yazilim-teknolojiileri/oyun-gelistirme/unity-ve-devler-ligi.md).

# Unity ve Devler Ligi

* Unity
* Unreal Engine
* CryEngine

Unity genel olarak 3D pazarında iken  son bir kaç yıldır 2D oyunlara yöneldi. Unreal başlangıçta 2D oyun pazarındayken kendini daha çok 3D doğru yönlendiriyor.

{% embed url="<https://hub.packtpub.com/unity-switches-to-webassembly-as-the-output-format-for-the-unity-webgl-build-target/>" %}

{% embed url="<https://www.youtube.com/watch?v=38KHe2kz58c&list=PL5zyVQ6DQwVmGt_bWamZmbysmyGC8YzLO&index=1>" %}

## UNITY SCRIPT LIFECYCLE

{% embed url="<https://docs.unity3d.com/Manual/ExecutionOrder.html>" %}

{% embed url="<https://unity3d.com/how-to/architect-code-as-your-project-scales>" %}

![](https://3187200845-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-M04QMjGnIjhYkjL9osd%2F-M4esdt0HQH7rw_dfuNd%2F-M4esoJgZFDlVhUaRJOr%2Fimage.png?alt=media\&token=476172ec-0103-474b-b733-b203c66fa00d)

Here's a strategy that can guide you in when to use instances, Prefabs and ScriptableObjects:

* Do you need something only once? Create a Prefab, then instantiate.
* Do you need something multiple times, possibly with some instance-specific modifications? Then you can create a Prefab, instantiate it, and override some settings.
* Do you want to ensure the same setting across multiple instances? Then create a ScriptableObject and source data from there instead.

![](https://3187200845-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-M04QMjGnIjhYkjL9osd%2F-M4esdt0HQH7rw_dfuNd%2F-M4esjZhJVJzUwHqAMjS%2Fimage.png?alt=media\&token=345f7748-16fa-4403-a6fd-859fd1108232)

There are a number of different types of responsibilities in these classes–game logic, input handling, physics simulations, presentations and more. Here are ways to create those smaller parts:

* The general game logic, input handling, physics simulation and presentation could reside within MonoBehaviors, ScriptableObjects or raw C# classes.
* For exposing parameters in the Inspector, MonoBehaviors or ScriptableObjects can be used.
* Engine event handlers, and the management of a GameObject’s lifetime, need to reside within MonoBehaviors.

Unity de dependency Injection çözümü olan Extenject (eski adıyla Zenject) ileri seviye de tasarım geliştirmek için ilgilenmeniz gereken çözümlerden..

{% embed url="<https://github.com/svermeulen/Extenject>" %}

{% embed url="<https://www.youtube.com/watch?v=IS2YUIb_w_M&list=PLKERDLXpXl_jNJPY2czQcfPXW4BJaGZc_&index=2&t=0s>" %}

{% embed url="<https://www.kocakademi.com/unity-3d/>" %}

{% embed url="<https://www.kocakademi.com/egitim/unity-ile-fizik-ve-hareketlendirme/15718/unity-ile-ilk-objemiz-ilk-materyalimiz-ve-ilk-kaplamamizi-olusturmak>" %}

{% embed url="<https://www.cgtrader.com/free-3d-models/train?page=1>" %}

{% embed url="<https://www.turbosquid.com/Search/3D-Models/free/train>" %}

ACCELARATION

{% embed url="<https://www.engineeringtoolbox.com/car-acceleration-d_1309.html>" %}

{% embed url="<https://www.engineeringtoolbox.com/cars-power-torque-d_1784.html>" %}

{% embed url="<https://answers.unity.com/questions/514505/acceleration-script.html>" %}

## 2020
