We learned about the different types of colliders and their implementations, how we can implement primitive and nonprimitive colliders, and what their uses are. We also learned the use of Trigger Colliders. In the next chapter, we will learn about the Collision Matrix of colliders. We will see how we can implement the Collision Matrix with nonscript-based and script-based examples. We will also learn about layer-based collision.
Learning Unity Physics
By :
Learning Unity Physics
By:
Overview of this book
<p>Unity is a powerful game development engine that provides rich functionalities to create 2D and 3D games. Developers get the opportunity to build cross-platform mobile and desktop games from scratch. With the increasing interest in using Physics in interactive development, Unity3D offers a cutting-edge platform for simulation, game development, and application development through a user-friendly interface. You will learn the fundamentals of Physics in game development. The book starts by providing a quick introduction on how we can use Physics for interactive development. Furthermore, it provides a detailed description on the uses of Physics material in Unity3D and how we can use different colliders for interaction. The book also focuses on Rigidbodies and Joints, its types and properties. There is also a dedicated section on how we can optimize applications and games if we use Physics in Unity3D. By the end of this book, you will be capable of successfully developing Physics-based simulations, games, and applications.</p>
Table of Contents (14 chapters)
Learning Unity Physics
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
Introduction to Physics in Unity3D
Using Different Colliders for Interaction
Overview of Collision Matrix
Rigidbody Types and Their Properties
Joint Types and Their Properties
Animation and Unity3D Physics
Optimizing Application's Performance Using Physics in Unity3D
Index
Customer Reviews