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Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
Languages
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Author (1):
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Ryan Henson Creighton Ryan Henson Creighton
Author Profile Icon Ryan Henson Creighton
Ryan Henson Creighton
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Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! FREE CHAPTER 2. Let's Start with the Sky 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

Time for action – bottoming out


When the player clicks on the invisible Square GameObjects, the X and O pieces are going to fall gently into place. The rigidbodies attached to each piece will include them in the physics engine, and gravity will take over. However, the pieces will fall straight into oblivion unless we build a "floor" beneath the grid to stop them.

Let's create a floor to keep the falling pieces contained

  1. Create a Plane.

  2. Rename it as floor.

  3. Scale it up so that it is larger than the Grid GameObject.

  4. Switch to a Right view in the Scene view and position the Floor so that it sits just beneath the Grid GameObject.

  5. In the Inspector panel, turn off the Mesh Renderer option for floor.

As with the Squares, the floor disappears when its Mesh Renderer option is disabled, but its Collider stays active, which is all we care about.

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