In order to understand what it means to implement a Physics component of Unity3D successfully in games and applications, a developer must have a better understanding of the key elements of Physics and their behavior in the engine. I wrote this book to provide a detailed description with examples for learning a Physics component of Unity3D in a way that emphasizes the uniqueness of each component and their implementation.
The successful implementation of Physics in game or application development starts with a strong understanding of each component. When we look at game and application development in Unity3D, it is easy to see that Physics is the most important component. I have provided the conceptual foundation of a Physics component and introduced these using examples for a better understanding.
I had three main goals while writing this book:
Chapter 1, Introduction to Physics in Unity3D, serves as a quick introduction to Physics, and specifically Physics in Unity3D. We will also learn about in-built Physics, as well as Unity3D and the uses of Physics in an interactive development.
Chapter 2, Using Different Colliders for Interaction, focuses on colliders, their types in Unity3D, and how we can define the collision shape of objects in a scene.
Chapter 3, Overview of Collision Matrix, explains matrices, their types, and how we can define a collision shape of objects in a scene explaining a matrix.
Chapter 4, Rigidbody Types and Their Properties, focuses on Rigidbodies and their types in Unity3D.
Chapter 5, Joint Types and Their Properties, describes joints and their types in Unity 3D.
Chapter 6, Animation and Unity3D Physics, gives in-depth knowledge on how to use Physics in animation in Unity3D. We will be developing complex animations and also see some examples of animation using Physics.
Chapter 7, Optimizing Application's Performance Using Physics in Unity3D, teaches you how you can optimize applications and games if you use Physics in Unity3D.
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