GameObjects, components, and changing values
Objects are built from components
A GameObject is a container. Its components provide behavior: Transform stores position, rotation, and scale; a Renderer displays geometry; a Collider defines a collision shape; a Rigidbody participates in physics simulation. A Collider alone does not make an object fall under gravity. A script can also be a component.
Choose a type for the job
Use int for whole-number counts, float for decimal game quantities, bool for true or false, and string for text. Write a float literal with f, such as 2.5f. Assignment uses = and updates a variable. A method’s declared return type must match the value returned.
Move a coordinate in code
Addition can update a coordinate: float nextX = x + distance;. x and distance are parameters supplied when the method is called. Their values can change for each call; use the parameters instead of hard-coding an example answer. In Unity the Transform has three axes; this exercise isolates one axis as a number.
Try tracing this example
float x = 2f;
x = x + 1.5f;
`Console.WriteLine`(x); // 3.5
Before running it, predict which value changes. Then run a small test and explain what happened in your own words.