1. unity input manager
    1. edit / project settings
  2. Usual objects
    1. Controllers
      1. Character controller
      2. camera controller
      3. Status Controller
      4. animation_controller
      5. Inventory_controller
      6. Death / Damage Trigger
    2. coroutine
      1. yield
        1. WaitForSecond
        2. WaitForFixedUpdate
    3. Time.deltaTime
    4. Destroy function
    5. Gizmos
      1. class
        1. Color
        2. DrawWireSphere
        3. DrawIcon
        4. DrawGUITexture
        5. DrawLine
      2. OnDrawGizmos functions
  3. Scripting
    1. Javascript
      1. Naming conventions
      2. Functions
        1. using customs function
        2. MonoBehaviour functions
          1. Update: every frame
          2. LateUpdate: every frame after Update () finishes
          3. FixedUpdate: every physics time-step
          4. Awake: when the script is loaded at run time
          5. Start: called after awake and before the first update
          6. OnTriggerEnter
          7. OnDrawGizmos
          8. OnDrawGizmosSelected
          9. Reset
          10. onGui()
      3. Controls
      4. Base syntax
      5. Variable
        1. Variable Declaration
        2. Variable types
        3. Base operation
      6. animation class
        1. member variables
          1. animation["Name"].layer = Value
          2. myAnimationClip.blendmode
          3. animation.wraPmode
          4. animation.isPlaying
          5. clip
        2. functions
          1. animation.Play
          2. animation.IsPlaying
          3. CrossFade
          4. SyncLayer
          5. CrossFadeQueued
          6. PlayQueued
      7. Specials
        1. This --> refers the current Game Object
      8. Functions of interest
        1. Split
        2. ToString
        3. String.format
    2. Unity GUI
      1. Calling the GUI
        1. OnGui()
      2. Other functions
        1. Rect(left_x_corner,left_y_corner,Width,Height)
        2. Screen.width
      3. Customize GUI
        1. GUIStyle
          1. Any control can take one last argument ; the GUIStyle
        2. GUISkin
          1. Create with GUI SKIN ASSET
      4. Controls
        1. Buttons
          1. Simple buttons
          2. Repeat Buttons
        2. Sliders
        3. label and boxes
        4. Text Entry
        5. Toggle
        6. Toolbars and Selection Grids
        7. Windows
      5. GUI.BeginGroup - GUI.EndGroup
      6. GUI are attached to Camera
    3. C#
    4. Boo
  4. Meshes
    1. Animation
      1. Multiple animation file
        1. naming convention: Object@animation_name
      2. split animation
    2. Import parameters
    3. Composed meshes
      1. 1 meshe per part
      2. Root meshe
        1. Character "rig" data
        2. Animation
    4. Dynamic
    5. Static
  5. Assets
    1. Organisation
      1. Audio
      2. Characters
      3. GUI
      4. Editor
      5. Particles
      6. Props
        1. Meshes
        2. Textures
      7. Scene
      8. Scripts
      9. Skybox
      10. Terrain
        1. Meshes
        2. Textures
    2. Naming conventions
      1. Textures
        1. _DIFF : Diffuse
    3. Importing Asset
      1. Drag'n Drop in the asset directory
      2. Texture
        1. Options
      3. Meshes
        1. Blender exported FBX's : Need to flip before exporting
          1. edit mode
          2. Select all Vertices
          3. CTRL - F : Flip Normals
  6. Materials and Shaders
    1. Meshes or other assets
      1. Materials
        1. Water
          1. Basic
          2. Standard asset script
          3. FX/water(simple) shader
          4. Material applied to a plane
          5. Cube
          6. Reflective color --> Reflection
          7. Reflective color cube --> Must be a reflection/Sphere mapped texture
          8. Wave NormalMap
          9. Wave speed
        2. Skyboxes
          1. How-to
          2. Created from 6 separate textures
          3. _Back
          4. _Bottom
          5. _Front
          6. _Left
          7. _Right
          8. _Top
          9. SkyboxPlanner
        3. Shader
          1. Coded
          2. ShaderLab
          3. Vertex Shaders
          4. Families
          5. Normal
          6. Opaque
          7. Cloths
          8. Wood
          9. Plastic
          10. Reflective
          11. Shiny
          12. Grease
          13. Waxed Floors
          14. Transparent
          15. Water
          16. Ice
          17. Glass
          18. Self illuminated
          19. Transparent cutout
          20. Lightmap
          21. Skybox Shaders
          22. Toon Shaders
          23. Properties
          24. Diffuse
          25. Object basic color
          26. Bump and Parallax Bump
          27. Height / Depth simulation
          28. Specular
          29. Glossy
          30. Maps
          31. Bump maps
          32. Specular maps
          33. Cube maps
          34. Detail maps
          35. Pixel Shaders
        4. Textures
  7. Prefabs
    1. Inheritance
    2. Made from Assets or a Game object
      1. If object is made of multiple objects --> Create a game object
    3. Ideally always created from 0,0,0
  8. Terrain Tool
  9. unity component of interest
    1. Colliders
      1. capsule colliders
      2. character colliders
        1. No rigidbody or physics object
        2. Better for moving, controlled character
        3. Slope limit
        4. Skin Width
        5. step offset (stairs)
  10. Triggers
    1. collider with "IsTrigger" checked
    2. use OnTrigger Mono functions
  11. Lighting And Shadows
    1. Lightings
      1. Directionnal Lights
      2. Point Lights
      3. Spotlights
    2. Shadows
      1. Requires advanced licenses
      2. Lightmap
      3. Projector-made Shadows
      4. Lens Flares
      5. Cookies
  12. Particle System
    1. Base
      1. Particle emitter
        1. Ellipsoid
          1. "Pre-Built"
        2. Mesh
          1. 1 ) Mesh - Mesh Renderer - Capsule colider
          2. 2) Mesh Particle Emitter +
          3. 3) Particle animator +
          4. 4) PArticle renderer
      2. Billboards / Sprites
      3. attached to an object
      4. Discharged from the emitter
        1. set rate
        2. velocity
        3. drawn layerred on top of each other
        4. Visual effect
          1. animations
          2. forces
    2. Particle system components
      1. Particle emitter
        1. Emit : On / Off
        2. Min/Max Size : size of a sprite
        3. Min/Max Energy: time alive
        4. Min/Max Emission : Number of sprite per second
        5. World Velocity: starting speed(X, Y, Z) relative to the world
          1. Y --> rising / Falling
          2. X/Z --> "Wind"
        6. Local Velocity: starting speed (X, Y, Z relative to the local system
        7. ...
      2. Particle animator
        1. How each individual particle will behave
        2. Animation Color
        3. Rotation
        4. Size Grow
      3. Particle Renderer and Materials
    3. Advanced particle components
      1. World Particle Collider
        1. bounce factor
        2. Collision Energy loss
        3. Collide with (layer)
        4. Send Collision Message
        5. Min Kill Velocity
      2. Trail renderer
        1. Lenght of the displayed trail (s)
        2. Start Width
        3. End Width
        4. Min Vertex Distance
        5. Material --> Particle Shader
        6. Non-Tiled texture, square dimension
      3. Line rendered