Summary
What a jam-packed chapter! We went over a lot, so I think we need a small summary here. The concept of physics is already a tough subject to tackle. We’re using it for simulation in games on a small scale. We went over the Rigidbody component in its entirety and then dove deep into some brand-new C# work. For C#, we went over:
- Execution order
- Static methods
UnityAction
(delegate)- Coroutines
All these new concepts are tools to use on your next project. Take as much time as needed to digest these concepts. You will see them used in almost every project that you work with.
In the next chapter, we need to add menu systems and a user interface so that the user can have more context for the gameplay.