10 Mar 2010

Pick me! Pick me!

Say you’re developing an RTS or maybe a connect-the-dots sort of game. What would be the easiest way to go about handling object selection? This is my suggested solution.

In the given example, I’m taking advantage of the object-mouse event handling that MonoBehaviours on GameObject with colliders on them give for free. You might be in a scenario where raycasting or otherwise resolving selection requests makes more sense, but the basic logic still applies. This example is merely intended to get your from start to goal as fast as possible.

First off, we need a selection manager class (cleverly named SelectionManager in my example). This is where we store selection state and via static accessors, we can get and modify the current selection. Seeing as this class is both public and all accessors are static, you can put its source anywhere. In my example I’ve simply put it right after the MonoBehaviour used for testing it.

SelectionManager

And the promised MonoBehaviour using the SelectionManager class:

And that is all there is to it. By popular demand, I’m now starting to provide pre-built projects with these tips and tricks posts. Download, unzip, open and play. Requires Unity 2.6.1: SelectableObject

CoreObject
Unity Protocol Buffers
Behave 2.7
Learn
Behave 2.6
Trusted Gear
Mad Mash Versioning
Behave 2.5
Behave 2.4
Co-very-routine
Construct
The Engine Wars: Numbers
GDC 14: The Quest For Fun
Moving in Unity
Behave 2.3
Unity and .net assemblies
Behave 2.2
ReView
Behave 2.1
Behave 2.0
Unity Hacks: Dual sticks
Unity Hacks: Cameras
Unity Hacks: Touch gestures
OnRenderTextureGUI
Unite 13 video "Unity Hacks" available
The implicit local network interface
Talks and progress
Five years of Unity expertise looking for contracts
Automagic Unity Android Java gadget OF DOOM!
Invading Planet from your couch
Mountain Lion and laggy bluetooth and duct-tape
Unite 12 video and new videos section available
Asia Bootcamp videos now available
Path is now MIT licensed
Behave 1.4 released
So I've been a bit busy lately
Behave 1.3 released
IGDA Unity SIG slides
Second Unity IGDA SIG this evening: Scene construction and AI
First IGDA Unity SIG this evening
Alternative licensing available
Pathfinding in two lines
Path 2 released
Assembling and assimilating
Path 2 intro screencast
Path 2 beta release for GGJ
AIgameDev master class video now online
Expanding beta
Behave AIgameDev master class public stream
Behave master class on open AIgameDev stream tomorrow
Interview with AIGameDev
New video: From tree to code
Issue tracking on github Behave release project
IT University Copenhagen Unity course completed
IT University Copenhagen Unity course files Thursday
CPH IT University Unity course files
Behave 1.2 released
Video: Behave - starting from scratch
Behave runtime documentation updated
Behave 1.1 released
FAFF cleanup: Sketch
Building a menu of delegates and enums
Pick me! Pick me!
Optimising coroutine yielding in C#
Downloading the hydra
New license of Path: GPL
CopyInspector
Magnetic
GUI drag-drop
Logging an entire GameObject
I bet you can't type an A!
Where did that component go?
UnitySteer
New and improved: Behave 1.0 released
Behave 0.3b and unity 2.5
Behave 0.3b hotfix
Path tutorial video available
Path 1.0 launched!
Continued community tutorials
Community tutorial
New tutorial
First tutorial available
Behave 0.3b
unite '08 open-mic session
Behave 0.2b
Behave 0.1b
Behave pre-release
Path beta 0.3b
Path beta 0.2b
Path beta 0.1b
Path pre-release