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Learning C# by Developing Games with Unity 2020

You're reading from   Learning C# by Developing Games with Unity 2020 An enjoyable and intuitive approach to getting started with C# programming and Unity

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Product type Paperback
Published in Aug 2020
Publisher Packt
ISBN-13 9781800207806
Length 366 pages
Edition 5th Edition
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Author (1):
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Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
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Table of Contents (16) Chapters Close

Preface 1. Getting to Know Your Environment 2. The Building Blocks of Programming FREE CHAPTER 3. Diving into Variables, Types, and Methods 4. Control Flow and Collection Types 5. Working with Classes, Structs, and OOP 6. Getting Your Hands Dirty with Unity 7. Movement, Camera Controls, and Collisions 8. Scripting Game Mechanics 9. Basic AI and Enemy Behavior 10. Revisiting Types, Methods, and Classes 11. Introducing Stacks, Queues, and HashSets 12. Exploring Generics, Delegates, and Beyond 13. The Journey Continues 14. Pop Quiz Answers 15. Other Books You May Enjoy

Colliders and collisions

Collider components not only allow GameObjects to be recognized by Unity's physics system, but they also make interactions and collisions possible. Think of colliders as invisible force fields that surround GameObjects; they can be passed through or bumped into depending on their settings, and they come with a host of methods that fire during different interactions. 

Unity's physics system works differently for 2D and 3D games, so we will only be covering the 3D topics in this book. If you're interested in making 2D games, refer to the Rigidbody2D component and the list of available 2D colliders.

Take a look at the following screenshot of the Capsule in the Pickup_Prefab object hierarchy:

The green shape around the object is the Capsule Collider, which can be moved and scaled using the Center, Radius, and Height properties. When a primitive is created, the Collider matches the primitive's shape by default; since we created a...

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