Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Ryan Henson Creighton Ryan Henson Creighton
Author Profile Icon Ryan Henson Creighton
Ryan Henson Creighton
Arrow right icon
View More author details
Toc

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 – making the mesh colliders convex


Provided our mesh is made from fewer than 255 triangles, one thing that we can do to make our Mesh Colliders behave better is to mark them as "convex". (You can see how many triangles comprise a mesh by clicking the mesh and looking at the Preview section of the "Inspector" panel.) GameObjects that are in motion (like our HandsAndTray soon will be) tend to react better with other moving colliders if we make this small change.

  1. In the Hierarchy panel, hold down the ALT key on your keyboard and click on the grey arrow next to the HandsAndTray GameObject. Instead of just expanding the top-level item, this expands the entire tree beneath the parent GameObject.

  2. Select Hands_Mesh.

  3. In the Inspector panel, under the Mesh Collider Component, check the box labeled Convex.

  4. Do the same for Tray_Mesh.

  5. As we did with the paddle before it, add a Rigidbody component to the HandsAndTray GameObject, and check the Is Kinematic box in the Inspector panel. As...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image