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Unity 2018 By Example

You're reading from   Unity 2018 By Example Learn about game and virtual reality development by creating five engaging projects

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Product type Paperback
Published in Jul 2018
Publisher
ISBN-13 9781788398701
Length 484 pages
Edition 2nd Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (14) Chapters Close

Preface 1. Unity Fundamentals FREE CHAPTER 2. Creating a Collection Game 3. Creating a Space Shooter 4. Continuing the Space Shooter 5. Creating a 2D Adventure Game 6. Continuing the 2D Adventure 7. Creating Artificial Intelligence 8. Continuing with Intelligent Enemies 9. Entering Virtual Reality 10. Completing the VR Game A. Test Your Knowledge Answers Other Books You May Enjoy Index

Environment Physics


The main problem with our level as it stands is that it lacks interactivity. Specifically, if we dragged and dropped a player object to the level and pressed play on the toolbar, the player would drop through the floor and walls because the foreground texture isn't recognized by Unity as a solid object. It's just a texture and exists only in appearance and not in substance. In this section, we'll correct this using Physics and Colliders. To get started, we'll create a temporary player object (not the final version but just a temporary White Box version used only for testing purposes). To create this, generate a capsule object in the scene by navigating to GameObject | 3D Object | Capsule from the application menu. Set the Z position of the transform to match the foreground texture (for me, this is -2). Once generated, remove Capsule Collider from the object. By default, the Capsule is assigned a 3D collider (such as the Capsule Collider), which is useful primarily for...

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