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Basics

To access any of the different XFur Studio 3 classes the first step is to properly include the corresponding namespace XFurStudio3. This ensures that there are no conflicts between XFur Studio 3 classes and any other scripts in your project. Since XFur Studio 3 uses custom assembly definitions to contain its classes, you must make sure to reference the correct assemblies from your own.


using UnityEngine;
using XFurStudio3;

public class MyClass:MonoBehaviour{
    //Your code goes here
}

 

While all the public accessible code meant to be available to your game is extensively commented and has contextual “<summary>” declarations to ensure in-line help pops out in your IDE, this section of the manual will cover the basics of interacting with XFur Studio 3 through code as well as using the brand new XFurStudioAPI

Your main point of access for the whole XFur Studio 3 code should always be the XFurStudioInstance component. To get a reference to the component use a standard GetComponent<T>() call from within your script like you would for any other component in Unity.

 


using UnityEngine;
using XFurStudio3;
 
 
public class MyClass:MonoBehaviour{
 
    public XFurStudioInstance xfur;
 
    void Start(){
        xfur = GetComponent<XFurStudioInstance>();
    }
    //Your code goes here
}

 

Once you have this reference, you are ready to access all the settings and features from XFur like we will see in the following sections.