Learning unity physics : learn to implement physics in interactive development using the powerful components of Unity3D /: learn to implement physics in interactive development using the powerful components of Unity3D. (2014)
- Record Type:
- Book
- Title:
- Learning unity physics : learn to implement physics in interactive development using the powerful components of Unity3D /: learn to implement physics in interactive development using the powerful components of Unity3D. (2014)
- Main Title:
- Learning unity physics : learn to implement physics in interactive development using the powerful components of Unity3D
- Other Titles:
- Learn to implement physics in interactive development using the powerful components of Unity3D
- Further Information:
- Note: K. Aava Rani.
- Other Names:
- Rani, K. Aava
- Contents:
- Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 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; Triggers; Joints; Character controllers. Scripting based on collisionFrictionless Physic Materials; Summary; Chapter 2: Using Different Colliders for Interaction; Primitive colliders; Types of primitive colliders; Box Collider 3D; Box Collider 2D; Sphere Collider 3D; Circle Collider 2D; Capsule Collider 3D; Mesh Collider; Polygon Collider 2D; Edge Collider 2D; Nonprimitive colliders; Types of nonprimitive colliders; Wheel Collider; Static collider; Rigidbody collider; Kinematic Rigidbody collider; Trigger Collider; Compound colliders; Example -- implementation of compound colliders; Summary; Chapter 3: Overview of Collision Matrix. Collision Matrix 3DTrigger 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; Chapter 4: Rigidbody Types and Their Properties; Types of Rigidbody components; PhysicsCover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 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; Triggers; Joints; Character controllers. Scripting based on collisionFrictionless Physic Materials; Summary; Chapter 2: Using Different Colliders for Interaction; Primitive colliders; Types of primitive colliders; Box Collider 3D; Box Collider 2D; Sphere Collider 3D; Circle Collider 2D; Capsule Collider 3D; Mesh Collider; Polygon Collider 2D; Edge Collider 2D; Nonprimitive colliders; Types of nonprimitive colliders; Wheel Collider; Static collider; Rigidbody collider; Kinematic Rigidbody collider; Trigger Collider; Compound colliders; Example -- implementation of compound colliders; Summary; Chapter 3: Overview of Collision Matrix. Collision Matrix 3DTrigger 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; Chapter 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 Rigidbody; Summary; Chapter 5: Joint Types and Their Properties; Types of joints; Fixed joint; Spring joint; Hinge joint; Character joints; Configurable joints. Handling movement/rotation restrictionHandling movement/rotation acceleration; Summary; Chapter 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; Chapter 7: Optimizing Application's Performance Using Physics in Unity3D; Developing an optimized application and game. Checking performanceMoving 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. … (more)
- Publisher Details:
- Birmingham, U.K : Packt Publishing
- Publication Date:
- 2014
- Extent:
- 1 online resource (1 volume), illustrations
- Subjects:
- 535.24
COMPUTERS -- Programming Languages -- C
Astrophysics
Physics
Astrophysics
Physics
Science
SCIENCE -- Physics -- Optics & Light
Astrophysics
Physics
COMPUTERS -- Programming Languages -- C#
Electronic books - Languages:
- English
- ISBNs:
- 9781783553709
1783553707 - Related ISBNs:
- 1783553707
1783553693
9781783553693 - Notes:
- Note: Online resource; title from cover page (Safari, viewed Nov. 17, 2014).
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.87629
- Ingest File:
- 01_053.xml