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Unity 3.x Game Development Essentials

You're reading from   Unity 3.x Game Development Essentials If you have an idea for a game but lack the skills to create it, this book is the perfect introduction. There‚Äôs lots of handholding through all the essentials, culminating in the building of a full 3D game.

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Product type Paperback
Published in Dec 2011
Publisher Packt
ISBN-13 9781849691444
Length 488 pages
Edition 1st Edition
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Author (1):
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Will Goldstone Will Goldstone
Author Profile Icon Will Goldstone
Will Goldstone
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Table of Contents (21) Chapters Close

Unity 3.x Game Development Essentials
Credits
Foreword
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Enter the Third Dimension 2. Prototyping and Scripting Basics FREE CHAPTER 3. Creating the Environment 4. Player Characters and Further Scripting 5. Interactions 6. Collection, Inventory, and HUD 7. Instantiation and Rigidbodies 8. Particle Systems 9. Designing Menus 10. Animation Basics 11. Performance Tweaks and Finishing Touches 12. Building and Sharing 13. Testing and Further Study Index

Collisions and triggers


To detect physical interactions between game objects, the most common method is to use a collider component—an invisible net that surrounds an object's shape and is in charge of detecting collisions with other objects. The act of detecting and retrieving information from these collisions is known as collision detection.

Not only can we detect when two colliders interact (collision detection), but we can also detect when particular colliders are intersecting (trigger-mode collision detection) and even pre-empt a collision and perform many other useful tasks by utilizing a technique called Ray Casting. Ray casting, in contrast to detecting intersecting 3D shaped colliders, draws a Ray—put simply, an invisible (non-rendered) vector line between two points in 3D space—which can also be used to detect an intersection with a game object's collider.

Ray casting can also be used to retrieve lots of other useful information such as the length of the ray (therefore, distance...

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