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

Dealing with physics in Unity


So far, everything went smooth and we learned about all the single components of the Physics engine of Unity. However, when it comes to building your own game, dealing with physics might be a little bit tricky. In fact, just some wrong values on some forces and the whole scene can quickly mess up. The best way to solve this is by trial and error. The more you experiment, the more you will become practical with the Physics engine, and you will develop an intuition on how to balance all the values in your game. As a result, you will be able to make your scene act as described in the game design document (or almost).

Dealing with physics isn't just about placing the different components, but also about how to program them. We have already seen some useful functions to apply on a rigidbody as well as some events when two colliders hit each other. But there is more. First of all, it's important to understand that all the variables we have seen of all the components...