Book Image

Hands-On Unity 2020 Game Development

By : Nicolas Alejandro Borromeo
Book Image

Hands-On Unity 2020 Game Development

By: Nicolas Alejandro Borromeo

Overview of this book

Over the years, the Unity game engine has extended its scope from just being about creating video games to building AR/VR experiences, complex simulations, real-time realistic rendering, films, and serious games for training and education. Its features for implementing gameplay, graphics, and customization using C# programming make Unity a comprehensive platform for developing professional-level, rich experiences. With this book, you'll be able to build impressive Unity projects in a step-by-step manner and apply your knowledge of Unity concepts to create a real-world game. Complete with hands-on tutorials and projects, this easy-to-follow guide will show you how to develop your first complete game using a variety of Unity tools. As you make progress, you'll learn how to make the most of the Unity Editor and create scripts using the C# programming language. This Unity game development book will then take you through integrating graphics, sound, and animations and manipulating physics to create impressive mechanics for your games. You'll also learn how to code a simple AI agent to challenge the user and use profiling tools to ensure that the code runs in a performant way. Finally, you'll get to grips with Unity's AR Foundation for creating AR experiences for 3D apps and games. By the end of this book, you'll have developed a complete game and will have built a solid foundation using Unity's tooling ecosystem to develop game projects of any scale.
Table of Contents (24 chapters)
20
Chapter 20: Building the Project

Chapter 15: Physics Collisions and Health System

As games try to simulate real-world behaviors, one important aspect to simulate is physics, which dictates how Objects move and how they collide with each other, such as the collision of players and walls or bullets and enemies. Physics can be difficult to control due to the myriad of reactions that can happen after a collision, so we will learn how to properly configure it to obtain a semi-accurate Physics, which will generate the desired arcade movement feeling but get collisions working—after all, sometimes, real life is not as interesting as videogames.

In this chapter, we will examine the following collision concepts:

  • Configuring Physics
  • Detecting collisions
  • Moving with Physics

First, we will learn how to properly configure Physics, a step needed for the collisions between Objects to be detected by our scripts, using new events we are also going to learn. Then, we are going to discuss the difference...