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Examining the code

Let's look closely at the line of code that we wrote:

renderer.enabled = false;

The semicolon at the end of the line is like the period at the end of a sentence. Nearly all single-line statements must end in a semicolon or the code might break. When code breaks, Unity uses a special popped-up window called the console to tell us about it. When you have code that throws an error, we say there is a bug in your code.

Tip

Semi-confusing

So why doesn't the function declaration have a semicolon? Why don't the curly braces each have one? It's because they're a different beast. They're not a single line of code—they're more like a house where code lives. If you start seeing the declaration and statement block as one complete thing instead of three different things, you'll be well on your way to getting past the confusing bracket hurdle that many new programmers face.

In order to understand the rest of that line, you need to realize that there is a LOT of code going on behind the scenes that you can't see. It looks like a bunch of pretty pictures to you and me, but the Unity team had to write code to make it look that way. Behind each instance of your GameObject, and behind the Unity program itself, there are thousands of lines of code telling your computer what to show you.

Renderer is one such piece of code. When you set the enabled property of your ball's renderer to false, you're saying that you don't want Unity to draw the triangles in the mesh that makes up your ball.

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