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

Configuring Physics

The Unity's Physics system is prepared to cover a great range of possible gameplay applications, so properly configuring it is important to get the desired result.

In this section, we will examine the following Physics settings concepts:

  • Setting shapes
  • Physics Object types
  • Filtering collisions

We are going to start learning about the different kinds of colliders that Unity offers, to then learn about different ways to configure those to detect different kinds of Physics reactions (collisions and triggers). Finally, we will discuss how to ignore collisions between specific Objects to prevent situations such as the Player's bullets damaging the Player.

Setting shapes

At the beginning of this book, we learned that Objects usually have two shapes, the visual shape, which is basically the 3D mesh, and the physical one, the collider, the one that the Physics system will use to calculate collisions. Remember that the idea of this...