Book Image

Getting Started with Unity 5.x 2D Game Development

By : Francesco Sapio
Book Image

Getting Started with Unity 5.x 2D Game Development

By: Francesco Sapio

Overview of this book

Want to get started in the world of 2D game development with Unity? This book will take your hand and guide you through this amazing journey to let you know exactly what you need to build the games you want to build, without sacrificing quality. You will build a solid understanding of Unity 5.x, by focusing with the embedded tools to develop 2D games. In learning about these, along with accurate explanations and practical examples, you will design, develop, learn how to market and publish a delectable Tower Defense game about cupcakes versus pandas. Each chapter in this book is structured to give you a full understanding on a specific aspect of the workflow pipeline. Each of these aspects are essential for developing games in Unity. In a step-by-step approach, you will learn about each of the following phases: Game Design, Asset Importing, Scripting, User Interfaces, Animations, Physics, Artificial Intelligence, Gameplay Programming, Polishing and Improving, Marketing, Publishing and much more. This book provides you with exercises and homework at the end of each chapter so that you can level up your skills as a Unity game developer. In addition, each of these parts are centered on a common point of discussion with other learners just like you. Therefore, by sharing your ideas with other people you will not only develop your skills but you will also build a network.
Table of Contents (16 chapters)
Getting Started with Unity 5.x 2D Game Development
Credits
About the Author
Acknowledgment
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Chapter 5. The Secret Ingredient Is a Dash of Physics

"Sprinkles may seem soft, but they are an excellent sharp weapon against sweet-tooth pandas, who are trying to steal your delicious cake!"

This chapter explains how Unity deals with 2D physics and provides descriptions for each of the components, along with useful examples of usages. Although we will use just a small portion of the Physics engine of Unity for our game, in this chapter you can find some foundations of physics to better face the topics covered, and a full insight of 2D physics in Unity.

In the first part of the chapter, we will acquire some basic notions about physics so as to better face the topics to come. We will learn about mass, forces, and torques, just enough to understand physics in Unity.

Then, most of the chapter will focus on explaining, bit by bit, the 2D Physics engine of Unity along with all its components and functionalities. Many examples will be provided in order to facilitate the learning.

Finally, in the...