#unity #movetowards
```C#
[Link] = [Link]([Link],
[Link], speed * [Link]);
```
#unity #rotate
```C#
[Link]([Link] * turnSpeed * [Link]("Horizontal") *
[Link]);
```
#unity #getobject
```C#
player = FindObjectOfType<Player>();
```
#unity #collision
```C#
private void OnTriggerEnter2D(Collider2D other)
{
if ([Link] == "Hole")
{
Destroy(gameObject);
}
if ([Link] == "Player" || [Link] == "Enemy")
{
speed = 0;
[Link] = [Link];
}
}
/*ATTACH IN THE OBJECT THAT IS NOT OTHER*/
```
#unity #movement
```C#
private void Update()
{
HorizontalMovement();
}
private void HorizontalMovement()
{
inputAxis = [Link]("Horizontal");
velocity.x = [Link](velocity.x, moveSpeed * inputAxis, moveSpeed
* [Link]);
}
private void FixedUpdate()
{
Vector2 position = [Link];
position += velocity * [Link];
[Link](position);
}
```
#unity #cameraright
```C#
private void LateUpdate()
{
Vector3 cameraPosition = [Link];
cameraPosition.x = [Link](cameraPosition.x, [Link].x);
[Link] = cameraPosition;
}
```
#unity #jumpforce
```C#
public float jumpForce => (2f * maxJumpHeight) / (maxJumpTime / 2f);
public float gravity => (-2f * maxJumpHeight) / [Link]((maxJumpTime /
2f),2);
```
#unity #raycast
```C#
private static LayerMask layermask = [Link]("Default");
public static bool Raycast(this Rigidbody2D rigidbody, Vector2 direction)
{
if ([Link])
{
return false;
}
float radius = 0.25f;
float distance = 0.375f;
RaycastHit2D hit =
[Link]([Link], radius, direction, distance,
layermask );
return [Link] != null && [Link] != rigidbody;
```
#unity #colorchange
```C#
float timeLeft;
Color targetColor;
void Update()
{
if (timeLeft <= [Link])
{
// transition complete
// assign the target color
[Link] = targetColor;
// start a new transition
targetColor = new Color([Link], [Link], [Link]);
timeLeft = 1.0f;
}
else
{
// transition in progress
// calculate interpolated color
[Link] = [Link]([Link], targetColor,
[Link] / timeLeft);
// update the timer
timeLeft -= [Link];
}
}
```