While working on the flappy bird tutorial, I noticed that we used the rigidbody2D component many times. I’ve mentioned Rigidbodies briefly in my colliders post, but thought it would be more beneficial to further learn the specifics of the Rigidbody2D component, since we used it the most. It is important to learn about each part of the rigidbody, so you can properly use it.
I went to the Unity documentation and found an article specifically on Rigidbody 2D called Rigidbody 2D. I learned that many of the concepts in the regular Rigidbody component are found in the Rigidbody2D component. The component takes over the Transform component and reprograms it based off of what is defined in the Rigidbody component. Any Collider2D added to the GameObject that has your Rigidbody attached will be connected to the Rigidbody2D. According to the article, if you need to move your collider, you need to move the Rigidbody 2D. The reason for this is because it makes sure your collision detection is good and give you the best performance. A good thing to know is that all the Collider2D is added to your Rigidbody won’t collide with each other. As I previously mentioned there are 3 body types for the Rigidbody2D: kinematic, dynamic, and static. Each type defines the movement behavior and interaction with the collider 2D. Any Collider2D attached will receive the body type of the Rigidbody2D it is attached to. You need a collider for the Rigidbody 2D to collide with another Rigidbody 2D. Rigidbody2D:
Technologies, Unity. “Rigidbody 2D.” Unity - Scripting API: Physics.Raycast, docs.unity3d.com/Manual/class-Rigidbody2D.html.
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Spring break was great and all, but now I have to get back in the school mood. Before break I had just started the tutorials to make a 2D ufo game in Unity. The skills learned in the tutorials will help in the future and for the final project where we make a game all by ourselves. One topic that was covered in the tutorials was colliders. Colliders are very important to understand if you want your game objects to interact. I had a little trouble, so I researched colliders so that I could refresh before class and make sure I understood them.
I researched colliders and found an article in the Unity documentation called Colliders. According to the article, colliders are invisible. The components of a collider determine the shape of an object. I learned that their are different types of primitive colliders for 3D and 2D. For 2D, there are two different colliders, the Circle Collider 2D and the Box Collider 2D. For 3D, there are three different colliders: Capsule, Sphere, and Box. Colliders have different configurations of their rigidbodies that determine how it interacts with an object. They are rigidbody, static, and kinematic rigidbody colliders. The static rigidbody collider doesn’t have a rigidbody, while the rigidbody collider has a non kinematic rigidbody. The Kinematic rigidbody collider has a kinematic rigidbody attached. Knowing the how the colliders interact is very important. Colliders:
Works Cited “Colliders.” Unity - Manual: Colliders, docs.unity3d.com/Manual/CollidersOverview.html. Since I have finished my programming tutorials and am about to start making games with Unity, I thought it was appropriate to research how to make video games. Learning how to make games is very important especially, if you are thinking about becoming a game designer. I did what any seriously interested in game design would do, which was look up information on the web.
I searched the web and found an article called How to Make a Video Game. Creating a game is not a simple and quick process. The article went through some steps that anyone could follow. The first step is to envision the game. You can’t just jump into making the first game that pops into your head. You need to lay down the framework before getting into the development. I learned a few basics that are fundamental to making of a video game. First, you need to know the genre of the game and the budget. After you have determined that you have to take in consideration the games’ plot, length, and most important your experience. You can’t try and make a big complex game if your a beginner. You need to know your limitations and use them to your advantage. After you have envisioned your game, then you can figure out what kind of software would best suit your needs. GameMaker and Unity aren’t the only programs that you can use. There are many other programs that may better suit your needs but you have to be aware that some cost money. Every program works differently, so you would have to explore. After determining your vision and software, then comes the fun but challenging part, designing your characters and the games’ environment. I know that Photoshop can be helpful, but also know that it is expensive. You can use programs like Gimp to design characters for a 2D game. What I didn’t know that you can use a free program called Maya for your 3D modeling desires. I thought that you had to pay for that and blender. One of the most important things I learned is that after you’ve built your game there are two more things that you have to do. The first time is to try out your game to find out problems. Then you can export your game and share with the world for feedback. How to make a game:
Widder, Brandon. “How to Make a Video Game (Experience Not Required).” Digital Trends, Digital Trends, 8 May 2017, www.digitaltrends.com/gaming/how-to-make-a-video-game/. |
AuthorI'm a student at Durham School of the Arts, and currently in the Game Art Design pathway. I like playing the Sims 4, playing with dogs, and riding horses. This blog will reflect my learning and discoveries. Archives
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