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Getting Started with Unity 5.x 2D Game Development

You're reading from   Getting Started with Unity 5.x 2D Game Development Enter the world of 2D Game development with Unity 5.x

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781784397173
Length 478 pages
Edition 1st Edition
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Author (1):
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Francesco Sapio Francesco Sapio
Author Profile Icon Francesco Sapio
Francesco Sapio
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Table of Contents (9) Chapters Close

Preface 1. A Flat World in Unity FREE CHAPTER 2. Baking Cupcake Towers 3. Communicating with the Player – the User Interface 4. No Longer Alone – Sweet-Toothed Pandas Strike 5. The Secret Ingredient Is a Dash of Physics 6. Through a Sea of Sprinkles – Navigation in Artificial Intelligence 7. Trading Cupcakes and the Ultimate Battle for the Cake – Gameplay Programming 8. What Is beyond the Cake?

Physics components


The Physics engine of Unity works by components. Some describe properties of the object itself, others with respect to each other, or some even within a certain region of the game world.

They can be divided as follows:

  • Rigidbodies: Which define a rigidbody within the Physics engine

  • Colliders: Which define a physical shape for the rigidbodies

  • Joints: Which impose one or more constraints on the rigidbodies

  • Effectors: Which change the physical property in some region of the game world, influencing all the rigidbodies within that region

A summary diagram of the different components of the 2D Physics engine of Unity

Now, let's see them in more detail.

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