Learning Unity Physics. için kapak resmi
Learning Unity Physics.
Başlık:
Learning Unity Physics.
Yazar:
Rani, K. Aava.
ISBN:
9781783553709
Yazar Ek Girişi:
Fiziksel Tanımlama:
1 online resource (145 pages)
İçerik:
Learning Unity Physics -- Table of Contents -- Learning Unity Physics -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers, and more -- Why subscribe? -- Free access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Errata -- Piracy -- Questions -- 1. Introduction to Physics in Unity3D -- The most common component of Physics used in interactive development -- Use of Physics in simulation and frame rate -- Basic components of Physics for interactive development -- Integration -- Collision detection -- Collision resolution -- Physical simulation in Unity -- Built-in Physics in Unity3D -- Built-in Physics components in Unity3D -- Rigidbodies -- Kinematic motion and Rigidbodies -- Colliders -- Static colliders -- Dynamic colliders -- Physic Materials -- Triggers -- Joints -- Character controllers -- Scripting based on collision -- Frictionless Physic Materials -- Summary -- 2. Using Different Colliders for Interaction -- Primitive colliders -- Types of primitive colliders -- Box Collider 3D -- Example - implementation of Box Collider -- Box Collider 2D -- Sphere Collider 3D -- Example - implementation of Sphere Collider -- Circle Collider 2D -- Capsule Collider 3D -- Example - implementation of Capsule Collider -- Mesh Collider -- Example - implementation of Mesh Collider -- Polygon Collider 2D -- Example - implementation of Polygon Collider 2D -- Edge Collider 2D -- Nonprimitive colliders -- Types of nonprimitive colliders -- Wheel Collider -- Example - implementation of Wheel Colliders -- Static collider -- Rigidbody Collider -- Kinematic Rigidbody Collider -- Trigger Collider -- An example of proximity triggers -- An example of radius triggers.

Compound colliders -- Example - implementation of compound colliders -- Summary -- 3. Overview of Collision Matrix -- Collision Matrix 3D -- Trigger Matrix -- Matrix for 2D Objects -- Layers and Collision Matrix -- An example of a layer-based Collision Matrix -- Collision Matrix and a script -- An example of a script-based Collision Matrix -- Summary -- 4. Rigidbody Types and Their Properties -- Types of Rigidbody components -- Physics Rigidbody -- An example of creating a Physics Rigidbody -- Kinematic Rigidbody -- Properties of Rigidbody components -- Example using a Rigidbody -- Summary -- 5. Joint Types and Their Properties -- Types of joints -- Fixed joint -- Spring joint -- Hinge joint -- Character joints -- Configurable joints -- Handling movement/rotation restriction -- Limiting motions -- Limiting rotation -- Handling movement/rotation acceleration -- Handling translation acceleration -- Handling rotation acceleration -- Summary -- 6. Animation and Unity3D Physics -- Developing simple and complex animations -- Interpolate and Extrapolate -- The Cloth component -- Important points while using the Cloth component -- ConstantForce -- An example of animation using ConstantForce -- An example of animation using AddForce -- An example of animation using AddTorque -- An example of rope animation using different joints -- Summary -- 7. Optimizing Application's Performance Using Physics in Unity3D -- Developing an optimized application and game -- Checking performance -- Moving static colliders -- Mesh Colliders -- The complex collider shape -- Rigidbodies -- Joints -- The Cloth component -- Lower timestep -- Precalculation -- Optimizing graphics -- Script call optimization for an iOS build -- Pros of performance optimization -- Summary -- Index.
Özet:
If you are familiar with the fundamentals of Physics and have basic experience of Unity game development, but have no knowledge of using the two together, then this book is for you.
Notlar:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
Elektronik Erişim:
Click to View
Ayırtma: Copies: