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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?

Rigidbodies


Rigidbodies are, along with Colliders, the core of the Physics engine beneath Unity. When they are attached to a game object, they place it under the control of the Physics engine, which will take care to properly move its Transform. In fact, they should be moved with other functions, and scripts shouldn't touch the Transform. We will see this in detail later.

The exact name of the component is Rigidbody 2D (whereas Rigidbody is for the 3D Physics engine, but for brevity many times we will use the term rigidbody to specify a Rigidbody 2D component).

Note

From Unity 5.4, and then again in Unity 5.5, the Rigidbody 2D component has slightly changed. In fact, many improvements have been made to the Physics engine of Unity.

Once the component is added to a game object, it looks like this:

How a Rigidbody 2D works

Every time we wanted to position an object (or its children) or move it, we changed its Transform, which defines where it is in the space as well as how it is rotated or scaled...

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