Description
Course info
Rating
(13)
Level
Beginner
Updated
Dec 21, 2017
Duration
1h 33m
Description

Learning how to make games has never been as easy as it’s been now with collision, and physics pre made and ready for use. In this course, Unity 2D Physics Fundamentals, you'll learn how physics and collision work in games. First, you'll discover how collision works with simple objects in the Unity game engine. Next, you’ll take these objects and give them physics. Finally, you’ll be manipulating them through scripting. Where you’re finished with this course, you'll have a foundational knowledge of basic 2D physics and collision that will help you as you move forward in Unity development. Software required: Unity.

About the author
About the author

Michael is a video game lover turned Game Jam enthusiast, turned Unity Certified Developer.

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Section Introduction Transcripts
Section Introduction Transcripts

Course Overview
Hello everybody. My name is Michael Taylor, and welcome to my Pluralsight course, 2D Physics Fundamentals. I'm a freelance gameplay programmer. Physics and colliders are one of the most important components of unity and game development in general. In this course, we're going to be learning physics and how it affects objects and colliders through a playground environment in separate scenes. Some of the wide array of topics include the Unity interface and what houses the assets, what controls the object's properties, and project settings to affect physics logic. We'll be making colliders of all shapes and sizes, solid and phase through; we'll use Rigidbodies to tie objects to physics, such as gravity and friction; and basic scripting to manipulate collider and physics to make interesting situations. By the end of this course, you'll know how to make and manipulate physics and colliders through both the Unity editor and basic coding. You don't need any prior knowledge of Unity to begin this course. I hope you'll join me in this journey to learn physics and colliders with the 2D Physics Fundamentals course at Pluralsight.

2D Colliders
Hello. I'm Michael Taylor, and in this course, we're going to be looking at one of the most fundamental aspects of games, physics. Specifically, 2D physics. It's an aspect that's almost necessary for all games, especially for the puzzle genre. By the end of this course, you will be able to have a firm understanding of 2D physics along with some crossover knowledge of 3D physics that go with it. We'll be using the Unity game engine to achieve this. I'll cover the basic aspects of the game engine interface so that we could edit colliders, which makes our objects solid and able to collide with each other; make physics materials, which gives our objects bouncy and frictional properties. Before we jump in though, we need to define what 2D colliders and 2D physics entails. Colliders are half of what makes up a game's physics system. Without colliders, nothing is solid, detectable, or triggerable, meaning no ground to stand on, no objects or blocks to push against, or simple ways of progression. There are some exceptions, but we'll cover those later in this course. The other half is, well, physics. It involves a lot of what you might expect, such as gravity, mass, and friction, etcetera, but in the case of this course, it's focused on the 2D aspect. The main point to remember is that 2D has one less dimension to deal with. Only the X and the Y-axis are affected. The Z-axis is completely ignored. That should be enough for a foundation. Now we need to get our main tool, the Unity engine. We'll be covering how to do so in the next video.

Joints
We've covered both colliders and Rigidbodies. One makes the object solid, and the other gives it physics. Joints are a special type of colliders that requires both normal colliders and Rigidbodies. Joint colliders are mostly used for obstacles or really special platforms, think wrecking balls or giant pendulum platforms. There are two parts to a joint collider. One part is the anchor. Now think back to the wrecking ball comparison and how the wrecking ball is held up by a pulley. The pulley part is the anchor, and the other is the collider part itself. In this analogy, it would be the ball itself. There are several types of joint colliders including, but not limited to, slider joints, target joints, wheel joints, etcetera. To minimize the confusion, we'll be covering two of the most common used types of joints in this module, hinge joints and spring joints. After covering both, we'll be using both in our scene. We'll be going over the hinge joints in the next video.

Effectors
In this module, we're going to be covering effectors. These are special types of colliders that are used to directly apply force to objects within its range or upon contact. Think of platformers that have a fan or some other object hurling hazards at the player either to slow them down or just throw objects. In a 2D platformer, the developers most likely put an effector to cover the whole platform or a specific area of that despond point to throw the objects. Like joints, there are many different types of effectors including, but by no means limited to, Platform Effector, Buoyancy Effector, Surface Effector, etcetera. Like joints, we're going to cover the most famous ones, being area and point effectors. In the next video, we're going to be covering area effectors and the different ways we can use it both mechanically and in level design.