// Example: Player.cs (high-level) public class Player : MonoBehaviour
Each component handles its own logic. This makes debugging and reuse much easier. unity 3d project
| Component | Purpose | |-----------|---------| | | First-person, third-person, or orbital | | Player Controller | Input handling + movement | | Rigidbody + Collider | Physics interaction | | UI Canvas | Health, score, menus | | Game Manager | Spawning, scoring, game state | | Audio Manager | Centralized sound control | // Example: Player
[SerializeField] private PlayerMovement movement; [SerializeField] private PlayerHealth health; [SerializeField] private PlayerInput input; [SerializeField] private PlayerHealth health
Start with these before adding game-specific logic. Avoid the "one massive script" trap. Use separation of concerns: