Book Image

Unity Game Development Essentials

By : Will Goldstone
Book Image

Unity Game Development Essentials

By: Will Goldstone

Overview of this book

Game engines are central to the video games we know and love. From the artwork to the mathematics that underpin the frames onscreen, the engine calls the shots. Aside from offering one of the leading 3D game engines, Unity also provides a superlative development tool ñ a tool that can produce professional standard games for Mac, PC, and the Unity Web Player. This book is a complete exercise in game development covering environments, physics, sound, particles, and much more, to get you up and working with Unity quickly. Taking a practical approach, this book will introduce you to the concepts of developing 3D games before getting to grips with development in Unity itself. From creating 3D worlds to scripting and creating simple game elements you will learn everything you'll need to get started with game development for the PC, Mac, and Web. This book is designed to cover a set of easy to follow examples, which culminate in the production of a First Person 3D game, complete with an interactive island environment. By introducing common concepts of game and 3D production, you'll explore Unity to make a character interact with the game world, and build puzzles for the player to solve, in order to complete the game. At the end of the book, you will have a fully working 3D game and all the skills required to extend the game further, giving your end-user, the player, the best experience possible. Soon you will be creating your own 3D games with ease!
Table of Contents (17 chapters)
Unity Game Development Essentials
Credits
About the Author
About the Reviewers
Preface
Index

Chapter 6. Instantiation and Rigid Bodies

In this chapter, we'll be exploring two crucial concepts in 3D game design. In the first half, we'll look at the concept of Instantiation — the process of creating objects during runtime. We will then explore a practical example of instantiation, as we learn about the use of Rigid Body physics.

When you first begin to build game scenes, you'll realize that not all of the objects required within any given scene would be present at the start of the the game. This is true of a wide variety of game genres like puzzle games, such as Tetris. Puzzle pieces of random shapes are created or instantiated at the top of the screen at set intervals because all of them cannot be stored at the top of the screen infinitely.

Now take our island exploration game as another example. In this chapter, we'll be taking a look at rigid body physics by creating a method for our player character to play a simple coconut shy game, but the coconuts that will be thrown will not...