Book Image

Learning Unity 2D Game Development by Example

By : Venita Pereira
Book Image

Learning Unity 2D Game Development by Example

By: Venita Pereira

Overview of this book

<p>If you are looking for a guide to create 2D games using Unity, look no further. With this book, you will learn all the essentials of 2D game development by creating five real-world games in a step-by-step manner throughout the course of this book.</p> <p>Starting with a blank scene, you will learn all about the new Unity 2D toolset, which will enable you to bring your scene to life. You will create characters, make them move, create some enemies, and then write code to destroy them. After figuring out all the necessities of creating a game, this book will then assist you in making several different games: games with collision, parallax scrolling, Box2D, and more.</p> <p>By the end of this book, you will not only have created several small games, but you will also have the opportunity to put all your new-found knowledge into creating and deploying a larger, full game.</p>
Table of Contents (17 chapters)
Learning Unity 2D Game Development by Example
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Steps to create bodies


The Rigidbody 2D component sets an object/body to be affected by physics. To create a Rigidbody, we can follow the same steps as our previous games by going to Add Component | Physics 2D | Rigidbody 2D.

The following screenshot shows the result:

We will go through all the Rigidbody settings. These are described as follows:

  • Mass: This refers to the mass of the object/body

  • Linear Drag: This drag affects the movement in position

  • Angular Drag: This drag affects the rotation of movement

  • Gravity Scale: This is the amount of gravity that affects the object/body locally

  • Fixed Angle: If this is enabled, then the Rigidbody is able to rotate when it's affected by a force

  • Is Kinematic: This sets whether or not the Rigidbody is kinematic for instances where we want to manually animate the rigid body's position

  • Interpolate: The interpolation settings between the physics engine's updates (when the physics calculations are updated)

    Note

    Physics engines always have to run at a fixed frame...