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Unity 2018 By Example

Unity 2018 By Example

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Unity 2018 By Example

Unity 2018 By Example

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Overview of this book

Unity is the most exciting and popular engine used for developing games. With its 2018 release, Unity has become the primary source of both game development and virtual reality content. In Unity 2018 By Example, you’ll learn how to use Unity in order to make amazing games from popular genres - from action shooters to mind-bending puzzle games to adventure and Virtual Reality (VR) games. Even if you have no previous experience of using Unity, this book will help you understand the toolsets it provides in depth. In addition to this, you'll understand how to create time-critical collection games, twin-stick space shooters, platformers, and action-fest games with intelligent enemies. Finally, you'll get to grips with creating VR games with the new toolsets introduced by Unity to help you develop amazing VR experiences. To make things easier, you will be provided with step-by-step tutorials for making five great games in Unity 2018, along with a detailed explanation of all the fundamental concepts. By the end of this book, you’ll have established a strong foundation in making games with Unity 2018.
Table of Contents (14 chapters)
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13
Index

Environment Physics

The main problem with our level as it stands is that it lacks interactivity. Specifically, if we dragged and dropped a player object to the level and pressed play on the toolbar, the player would drop through the floor and walls because the foreground texture isn't recognized by Unity as a solid object. It's just a texture and exists only in appearance and not in substance. In this section, we'll correct this using Physics and Colliders. To get started, we'll create a temporary player object (not the final version but just a temporary White Box version used only for testing purposes). To create this, generate a capsule object in the scene by navigating to GameObject | 3D Object | Capsule from the application menu. Set the Z position of the transform to match the foreground texture (for me, this is -2). Once generated, remove Capsule Collider from the object. By default, the Capsule is assigned a 3D collider (such as the Capsule Collider), which is...

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