Repository files navigation Section Introduction: Physics
This section covers physics simulation.
When to use the Rigidbody component
How colliders and triggers work.
How to raycast from code.
Rigidbodies: Gravity and Collisions
Explain Rigidbodies.
Locate Rigidbodies.
Differentiate Rigidbody properties.
Utilize colliders.
Gravity and Rigidbodies.
Static colliders interacting with Rigidbodies.
Colliders: Triggers and Mesh Colliders
Identify colliders by their appearance.
Differentiate properties of colliders.
Transform colliders.
Colliders as trigger volumes.
Assess the impact of forces on Rigidbodies.
Goal scoring and custom meshes.
Colliders: Transforming Colliders
Identify colliders by their appearance.
Transform colliders.
Spawning projectile into the cannon.
Creating a moving target.
Producing a composite collider.
Raycasts: Why do we need them?
Describe the function of raycasts.
What problems do raycasts solve?
Adding colour and goal signaling.
Adding ballistics to the cannon.
Adding head movement.
Assess raycast trajectories.
Raycasting to aim.
Connecting the aim and ballistics.
Tweaking the launch velocity.
Explain raycast parameters.
Understanding layer masks in code.
Using only the back board for aim.
Destroying unused projectiles.
Play testing and tweaking our game.
Adding multiple goals and adjusting fire speed.
Adding a cross-hair and revising UI.
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