2.1. Adding a Script to an Object in a Unity Scene2.2. Running Code at Specific Times in a Script’s
(or Game Object’s) Life2.3. Creating Frame Rate–Independent Behavior2.4. Using the Components of a Game Object2.5. Finding Objects Attached to a Game Object2.6. Singletons2.7. Using Coroutines to Manage When Code Runs2.8. Managing Objects Using an Object Pool2.9. Storing Data in Assets Using ScriptableObject