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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?

Physics for our game


In this section we will apply some concepts of this chapter into our game. In particular, we will see how to detect when a sprinkle hits a panda and applies damage to it using the Physics engine.

Set up Pandas as a rigidbodies

Since we will take advantage of the Physics engine, we need to proper set up the Panda as that to be a physical object in the scene. This means giving it a rigidbody component.

Therefore, we can start by adding a Rigidbody2D component to the Panda prefab, and set its Body Type as Kinematic, as shown in the following screenshot:

In theory, we should have done, since the Panda is considered a physical object now. However, in the previous chapter, we have written a function that allows the Panda to move by assigning its new position directly on its Transform. Since now the Panda has a Rigidbody2D component, we cannot do in this way anymore (as we already explained previously in the Rigidbodies section). Therefore, we need to slightly modify the PandaScript...

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