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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.

Raycasts: Ballistics Aim

  • Assess raycast trajectories.
  • Raycasting to aim.
  • Connecting the aim and ballistics.
  • Tweaking the launch velocity.

Raycasts: Layer Masks

  • Explain raycast parameters.
  • Understanding layer masks in code.
  • Using only the back board for aim.
  • Destroying unused projectiles.

Physics Play Tweaking

  • Play testing and tweaking our game.
  • Adding multiple goals and adjusting fire speed.
  • Adding a cross-hair and revising UI.