Before we wrap up the chapter, here are a few high-level concepts to cement what we've learned so far:
- Rigidbody components add simulated real-world physics to GameObjects they are attached to.
- Collider components interact with each other, as well as objects, using Rigidbody components:
- If a Collider component is not a trigger, it acts as a solid object.
- If a Collider component is a trigger, it can be walked through.
- An object is kinematic if it uses a Rigidbody component and has Is Kinematic checked, telling the physics system to ignore it.
- An object is non-kinematic if it uses a Rigidbody component and applied force or torque to power its movement and rotation.
- Colliders send out notifications based on their interactions:
- These notifications depend on whether the Collider component is set to be triggered or not.
- Notifications can be received from either colliding party, and they come with reference variables that hold an...