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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?

Homework


As in every chapter, here are some exercises that you can use to practice your skills:

  1. The forgotten rigidbody: Sometimes components in the Inspector could be forgotten. However, we can facilitate the process by creating warnings in the code. For both our Panda and the sprinkles, create within their scripts a check, when the game object is initialized, to add a Rigidbody2D component, if missing, and set it to be Kinematic. Additionally, you can print a warning message (See Chapter 8, What Is beyond the Cake?, for more about debugging messages).

  2. Passion for acceleration: In the chapter, we saw how we could implement motion equations for our Kinematic rigidbodies. In particular, the chapter shown an implementation of the velocity equation. Now, try to implement the acceleration equation for a Kinematic rigidbody.

  3. Joint Master: For each one of the joints that Unity offers, think about a possible usage and example (possibly different from the ones already presented in the chapter). Then...

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