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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
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Author (1):
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Ryan Henson Creighton Ryan Henson Creighton
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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 – open the pod bay door, Hal


I don't know about you, but I'm about ready to drop some bombs on this chump. We could do what we've done before and add a Rigidbody Collider Component to the bomb, as we did with the ball/heart in the keep-up game, and let Unity's physics take care of the rest. But in this case, we might like a little more control over the velocity of the bombs. So let's add Rigidbody and Collider Components to the bomb, but exclude it from Unity's gravity calculations.

  1. In the Project panel, click on the Bomb Prefab.

  2. Navigate to Component | Physics | Rigidbody. You should see the new Rigidbody Component appear in the Inspector panel.

  3. In the Inspector panel, uncheck the Use Gravity checkbox. This will exempt the bomb from Unity's gravitational pull. PROTIP: I kind of wish I had this checkbox on my own body. That would be fun.

  4. Navigate to Component | Physics | Sphere Collider. We don't need any fancy poly-perfect Mesh Collider in this case because the bomb is basically...

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