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

Joints


So far, we have talked about rigid bodies and colliders, but they were just single physical bodies. What about more complex mechanical systems? Imagine a rope that is holding a cage with a skeleton and a key inside. So, our protagonist decides to cut the rope to make the cage fall. Once the rope is broken, then the cage falls down. However, even before the rope is cut, the cage was under the effect of gravity. In fact, if our protagonist would have pushed the cage instead of cutting the rope, that would have started to oscillate. The reason is that the rope is giving a constraint to the cage — it is allowed to move only within a circle (or sphere if we are in 3D) that has per radius the length of the rope. Of course, when it oscillates, gravity makes the cage move on the border of this circle (or sphere). What if the rope were a rigid metal bar? Well, the cage would even have a harder constraint, because now it is forced to be only on the border of the circle (or sphere). And if the...