Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Learning C# by Developing Games with Unity 2020

You're reading from   Learning C# by Developing Games with Unity 2020 An enjoyable and intuitive approach to getting started with C# programming and Unity

Arrow left icon
Product type Paperback
Published in Aug 2020
Publisher Packt
ISBN-13 9781800207806
Length 366 pages
Edition 5th Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
Arrow right icon
View More author details
Toc

Table of Contents (16) Chapters Close

Preface 1. Getting to Know Your Environment 2. The Building Blocks of Programming FREE CHAPTER 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. Exploring Generics, Delegates, and Beyond 13. The Journey Continues 14. Pop Quiz Answers 15. Other Books You May Enjoy

Working with Unity physics

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, generating a more realistic movement:

  • 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. This is commonly referred to as a compound Collider setup:

When two GameObjects collide with each other, the Rigidbody ...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image