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Done already for your convenience! Telerik School Academy Unity 2D Game Development.

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Presentation on theme: "Done already for your convenience! Telerik School Academy Unity 2D Game Development."— Presentation transcript:

1 Done already for your convenience! Telerik School Academy http://academy.telerik.com Unity 2D Game Development

2 1. 2D Physics Overview 2. RigidBody 2D 3. Colliders 2D 1.Circle Collider 2D 2.Box Collider 2D 3.Polygon Collider 2D 4.Edge Collider 2D 4. Forces 2

3 Rigidbodies, Colliders, Joints, etc.

4  All physics elements are normal components  Just add them to a game object  Set all needed properties  The physics engine will start using them  Enjoy the effects  Enjoy the effects 4

5  Rigidbodies Rigidbodies  Main component for the Physics Engine to start  With Rigidbody the object will start to respond to gravity  If you enable Rigidbody, you should not try to change the Transform part of the object  Instead, you should apply forces and let the engine do the heavy lifting  If you need non-moving by the engine Rigidbody, check “Is Kinematic” option 5

6  Colliders Colliders  Define the shape of an object in terms of physical collisions  Most of the time invisible  Use Box Collider and Circle Collider whenever possible for performance reasons  Otherwise use Polygon Collider  Colliders with Rididbody are dynamic colliders  Colliders without Rigidbody are the static environment in your game – walls, floor, etc. 6

7  Physic Materials Physic Materials Physic Materials  Materials define the physics collision effect  For example – ice is slippery, rubber has friction  Usually parameters are found by trial-error  In 2D there are two parameters  Friction – friction coefficient  Bounciness – the degree to which collisions rebound from the surface  0 – no bounce effect  1 – full bounce effect with no loss of energy 7

8  Joints Joints  Attaching two rigidbodies to a fixed point  Allow restricted movement  Rotation by the three axes  Translation by the three axes  Stretching like a spring  You can set joint to break if certain force is applied 8

9  Different Types of Colliders  Trigger Collider – does not respond to physics calculations but sends event to which you can subscribe from the scripts  OnCollisionEnter2D / OnTriggerEnter2D – when two colliders starts colliding for the first time  OnCollisionStay2D / OnTriggerStay2D – when two colliders are colliding  OnCollisionExit2D / OnTriggerExit2D – when colliders are no longer colliding  Simply select “Is Trigger” 9

10  Different Types of Colliders  Static Collider – object with collider but no Rigidbody  Used for level geometry and should never move  Should not be disabled or enabled  If you do, major performance decrease may occur  Also – calculation errors in the engine may occur  If you want to alter it – add Rigidbody to it 10

11  Different Types of Colliders  Rigidbody Collider – object with collider and Rigidbody  Most common case  Fully simulated by the physics engine  Reacts to collisions  Reacts to forces from script  Collide with all other objects 11

12  Different Types of Colliders  Kinematic Rigidbody Collider – object with collider and Kinematic Rigidbody  Has “Is Kinematic” property set  Does not react to collisions and forces from the engine  Should be moved by a script  They behave like static colliders but can be enabled/disabled/moved when needed 12

13 How to use it?

14  Rigidbody 2D Rigidbody 2D Rigidbody 2D  Attach it to objects controlled by the physics  In 2D only the XY plane takes effect for translation and the Z axis for rotation 14

15  Properties of RidigBody 2D  Mass – mass of the object  Linear Drag / Angular Drag – coefficient for movements  Gravity Scale – whether the gravity should be more or less on this object  Fixed Angle – can be rotated or not?  Is Kinematic – is the body moved by forces and collisions 15

16 How to use it?

17  Box Collider 2D Box Collider 2D Box Collider 2D  Rectangular shaped collider  Attached to an game object  With or without a sprite 17

18  Properties of Box Collider 2D  Material – the material to use for the collider  Is Trigger – whether events should be sent  Offset – local offset of the collider geometry  Size – the size of the rectangular shape 18

19 How to use it?

20  Circle Collider 2D Circle Collider 2D Circle Collider 2D  Circular shaped collider  Attached to an game object  With or without a sprite 20

21  Properties of Circle Collider 2D  Material – the material to use for the collider  Is Trigger – whether events should be sent  Offset – local offset of the collider geometry  Radius – the radius of the circular shape 21

22 How to use them?

23  Polygon Collider 2D and Edge Collider 2D Polygon Collider 2DEdge Collider 2D Polygon Collider 2DEdge Collider 2D  Complex shaped collider  Attached to an game object  With or without a sprite  Difficult to compute – performance impact 23

24  Properties of Polygon Collider 2D and Circle Collider 2D  Material – the material to use for the collider  Is Trigger – whether events should be sent  Offset – local offset of the collider geometry 24

25 How to use them?

26  Two types of forces  Constant Force 2D Constant Force 2D Constant Force 2D  Effectors (Area Effector 2D for example) Area Effector 2DArea Effector 2D  They both are added to a Rigidbody 2D  Applied every Update of the game  Good for in-game mechanics  Have acceleration options 26

27  Rigidbody – component used by the physics engine for calculations  Colliders – components to register any colliding objects in the game  Different types of colliders – static, kinematic, etc.  Other physics elements – joint, forces, etc. 27

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