Summary
In this chapter, we started to put the Unity 3D engine through its paces. We learned how to:
Add built-in GameObjects to our Scene
Position, rotate, and scale those game objects
Add lighting to the Scene to brighten things up
Add Rigidbody components to our GameObjects to tie into Unity's physics calculations
Create Physic Materials
Customize Collider components to make GameObjects become bouncy
We took an impossibly complex game idea and hacked it down to its fun, naked essentials. We explored the origin point—the center of our game's universe. We learned about the building blocks of 3D construction: vertices, edges, and faces. We talked about how polygon counts can affect game performance. We laughed, we cried. It was profound.
Following the script
What we have so far is not a game, but a very dull movie about the best keep-up player in the world who never, ever drops the ball. One key thing that distinguishes movies from games is popcorn. Also, games are interactive. We need to introduce...