Rigid Bodies and Physics Interaction
In many game interactions, there needs to be physics. Whether you have items falling, bouncing, or just reacting to a collision in a procedural manner, you will most likely need to use Rigidbody components on your GameObjects. This component works with physics. We will first go through several use cases for the Rigidbody component. Once we’ve been through that, we will take some time to explain how we are using physics in our interactions for our project. Finally, we will show the scripting that is used to achieve these interactions in as much detail as possible. As always, the project files on GitHub will follow the structure in the Readme file. The topics in this chapter include:
- The Rigidbody component
- Collision detection
- Design and implementation
- Telekinesis and physics