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Unity 5.x By Example

You're reading from   Unity 5.x By Example An example-based practical guide to get you up and running with Unity 5.x

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Product type Paperback
Published in Mar 2016
Publisher Packt
ISBN-13 9781785888380
Length 402 pages
Edition 1st Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (10) Chapters Close

Preface 1. The Coin Collection Game – Part 1 FREE CHAPTER 2. Project A – the Collection Game Continued 3. Project B – the Space Shooter 4. Continuing the Space Shooter 5. Project C – a 2D Adventure 6. Continuing the 2D Adventure 7. Project D – Intelligent Enemies 8. Continuing with Intelligent Enemies Index

Environment Physics


The main problem with our level as it stands is that it lacks interactivity. Specifically, if we dragged and dropped a player object to the level and pressed play on the toolbar, the player would drop through the floor and walls because the foreground texture isn't recognized by Unity as a solid object. It's just a texture and exists only in appearance and not in substance. In this section, we'll correct this using Physics and Colliders. To get started, we'll create a temporary player object (not the final version but just a temporary White Box version used only for testing purposes). To create this, generate a capsule object in the scene by navigating to GameObject | 3D Object | Capsule from the application menu. Set the Z position of the transform to match the foreground texture (for me, this is -2). Once generated, remove Capsule Collider from the object. By default, the Capsule is assigned a 3D collider (such as the Capsule Collider), which is useful primarily for...

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