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Learning C# by Developing Games with Unity 2021

You're reading from   Learning C# by Developing Games with Unity 2021 Kickstart your C# programming and Unity journey by building 3D games from scratch

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Product type Paperback
Published in Oct 2021
Publisher Packt
ISBN-13 9781801813945
Length 428 pages
Edition 6th Edition
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Author (1):
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Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
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Table of Contents (18) Chapters Close

Preface 1. Getting to Know Your Environment FREE CHAPTER 2. The Building Blocks of Programming 3. Diving into Variables, Types, and Methods 4. Control Flow and Collection Types 5. Working with Classes, Structs, and OOP 6. Getting Your Hands Dirty with Unity 7. Movement, Camera Controls, and Collisions 8. Scripting Game Mechanics 9. Basic AI and Enemy Behavior 10. Revisiting Types, Methods, and Classes 11. Introducing Stacks, Queues, and HashSets 12. Saving, Loading, and Serializing Data 13. Exploring Generics, Delegates, and Beyond 14. The Journey Continues 15. Pop Quiz Answers
16. Other Books You May Enjoy
17. Index

Working with the Unity physics system

Up to this point, we haven't talked about how the Unity engine works, or how it manages to create lifelike interactions and movement in a virtual space. We'll spend the rest of this chapter learning the basics of Unity's physics system.

The two main components that power Unity's NVIDIA PhysX engine are as follows:

  • Rigidbody components, which allow GameObjects to be affected by gravity and add properties such as Mass and Drag. Rigidbody components can also be affected by an applied force if they have a Collider component attached, which generates more realistic movement:

Figure 7.6: Rigidbody component in the Inspector pane

  • Collider components, which determine how and when GameObjects enter and exit each other's physical space or simply collide and bounce away. While there should only be one Rigidbody component attached to a given GameObject, there can be several Collider components...
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