Summary
Every game has physics, one way or the other, for movement, collision detection, or both. In this chapter, we learned how to use Unity's Physics system for both and learned about how to use its settings to make the system work properly, in terms of reacting to collisions to generate gameplay systems and moving the Player in such a way that they collide with obstacles, keeping its physically inaccurate movement. We used these concepts to create our Player and bullet movement and make our bullets damage the Enemies, but we can reuse this knowledge to create a myriad of other possible gameplay requirements, so I suggest that you play a little bit with the physics concepts we showed here; you can discover a lot of interesting use cases.
In the next chapter, we will be discussing how to program the visual aspects of the game, such as effects, and make the UI react to the input.