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Getting Started with Unity 5.x 2D Game Development

You're reading from   Getting Started with Unity 5.x 2D Game Development Enter the world of 2D Game development with Unity 5.x

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781784397173
Length 478 pages
Edition 1st Edition
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Author (1):
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Francesco Sapio Francesco Sapio
Author Profile Icon Francesco Sapio
Francesco Sapio
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Table of Contents (9) Chapters Close

Preface 1. A Flat World in Unity FREE CHAPTER 2. Baking Cupcake Towers 3. Communicating with the Player – the User Interface 4. No Longer Alone – Sweet-Toothed Pandas Strike 5. The Secret Ingredient Is a Dash of Physics 6. Through a Sea of Sprinkles – Navigation in Artificial Intelligence 7. Trading Cupcakes and the Ultimate Battle for the Cake – Gameplay Programming 8. What Is beyond the Cake?

Effectors


Imagine our hero is crossing an enchanted room, so he starts to float due a powerful spell. In this case, while the hero is within this room, gravity should be contrasted by a (magical) force. As a result, we need to specify that in that room, there is a force that makes our hero levitate.

Similarly, imagine the hero drops a box in a lake. The box doesn't sink at the same velocity as it falls; moreover, it might float. Therefore, in our game, we need to specify that the region delimited by the lake has special physical properties.

There are some special regions of the game world where the physical laws could be different from the rest of the game world; in Unity, these regions can be specified with effectors

In Unity, this can be achieved by using effectors. Effectors are some components that affect the behaviour of rigidbodies in certain region of the game world. They are really different from each other, because they do different things, although the core concept is the same: they...

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