Book Image

Unity 3D Game Development

By : Anthony Davis, Travis Baptiste, Russell Craig, Ryan Stunkel
Book Image

Unity 3D Game Development

By: Anthony Davis, Travis Baptiste, Russell Craig, Ryan Stunkel

Overview of this book

This book, written by a team of experts at Unity Technologies, follows an informal, demystifying approach to the world of game development. Within Unity 3D Game Development, you will learn to: Design and build 3D characters and game environments Think about the users’ interactions with your game Develop an interface and apply visual effects to add an emotional connection to your world Gain a solid foundation of sound design, animations, and lighting Build, test, and add final touches The book contains expert insights that you’ll read before you look into the project on GitHub to understand all the underpinnings. This way, you get to see the end result, and you’re allowed to be creative and give your own thoughts to design, as well as work through the process with the new tools we introduce. Join the book community on Discord to read this book with Unity game developers, and the team of authors. Ask questions, build teams, chat with the authors, participate in events and much more. The link to join is included in the book.
Table of Contents (16 chapters)
14
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15
Index

Rigid Bodies and Physics Interaction

In many game interactions, there needs to be physics. Whether you have items falling, bouncing, or just reacting to a collision in a procedural manner, you will most likely need to use Rigidbody components on your GameObjects. This component works with physics. We will first go through several use cases for the Rigidbody component. Once we’ve been through that, we will take some time to explain how we are using physics in our interactions for our project. Finally, we will show the scripting that is used to achieve these interactions in as much detail as possible. As always, the project files on GitHub will follow the structure in the Readme file. The topics in this chapter include:

  • The Rigidbody component
  • Collision detection
  • Design and implementation
  • Telekinesis and physics