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

Rigidbodies


Rigidbodies are, along with Colliders, the core of the Physics engine beneath Unity. When they are attached to a game object, they place it under the control of the Physics engine, which will take care to properly move its Transform. In fact, they should be moved with other functions, and scripts shouldn't touch the Transform. We will see this in detail later.

The exact name of the component is Rigidbody 2D (whereas Rigidbody is for the 3D Physics engine, but for brevity many times we will use the term rigidbody to specify a Rigidbody 2D component).

Note

From Unity 5.4, and then again in Unity 5.5, the Rigidbody 2D component has slightly changed. In fact, many improvements have been made to the Physics engine of Unity.

Once the component is added to a game object, it looks like this:

How a Rigidbody 2D works

Every time we wanted to position an object (or its children) or move it, we changed its Transform, which defines where it is in the space as well as how it is rotated or scaled...