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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?

Other things about Physics


As with other chapters, this is an optional section with some deeper insights into the topic covered in the chapter. So, feel free to skip this section if you are not interested, and jump directly onto the next section. Otherwise, just grab some more coffee and keep reading.

The Simulate setting on rigidbodies

This aim of this section is to explain the difference between enabling and disabling physical components on a rigidbody and enabling and disabling the Simulate settings on top of the rigidbody component.

Every time that a physical component is either added, enabled, removed, or disabled, the internal memory of the Physics engine is updated (respectively to add or remove the component from the memory). When the Simulate setting is disabled, the Physics engine just stops to perform calculations on it - it doesn't erase the object from the memory. As a result, when Simulate is checked back, the Physics engine has already all the objects/components in the memory...

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