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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?

The Unity Physics engine


Unity has a Physics engine integrated into it, which is able to handle both kinematic and dynamic types of rigid bodies as well as other physical entities such as clothes. It is divided into two parts: 2D Physics and 3D Physics. It's important to understand that although they can coexist together in the same scene, they are two separate entities; they cannot communicate between themselves. Physical objects under 2D Physics will not interact with physical objects under 3D Physics.

In this section, we will explore most of the 2D Physics engine of Unity. Although we will not use all the components presented here, it's important to master them all to become a better Unity developer.

Understanding Physics in Unity

In Chapter 2, Cooking Cupcake Towers, we learnt about script ordering and how it is executed. The first question we may wonder is when does the Physics engine occur when a frame is rendered? The answer is not straightforward, because the Physics engine runs multiple...

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