Key Topics
3D Physics
- Basics on the physics engine : Gravity, Collision, Rigidbody, etc
- Constraints and Joints
- Trigger Colliders
- Physics Materials
- Forces and Torque
- Kinematic Rigidbodies
Transform Component and Object Translation
- What is Transform Component and Object Translation?
- Transform Component
- Object Translation
Summary
3D Physics
Basics of the Physics Engine
Unity has a built-in physics engine that enables objects within the scene to move responding to natural forces (gravity, friction, etc) or collisions. The main focus in learning 3D physics in the project was collision detection and object boundaries provided by the collider component.
Some basic components of unity physics include gravity, collisions, and rigid bodies.
- Gravity: gravity is a downward acceleration that is applied for all objects with rigid body components. Though the default gravity for every rigid body object is 9.81, regardless of mass, gravity acceleration can be altered for individual objects or disabled if necessary.
- Collisions: Collision refers to the interaction between two or more gameobjects that come in contact with one another. Unity's physics engine can detect and handle collisions from gameobjects with rigidbody components, allowing developers to implement behaviors such as bouncing or triggering events.
- Rigid body: Rigid body allows the gameobject to move under the control of the unity physics engine. This means that the object with the rigidbody component will behave like an object with mass and weight, and will react to external forces and collisions in a realistic manner. This component is added to the avatar and most interactable objects make the movement and interaction more realistic.
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Transform Component and Object Translation