Friday, February 12, 2021

Unity Tutorial 2

In this week's Unity tutorial we continued with fleshing out the game world for the project. In the first tutorial we added additional assets to the scene and adjusted the project settings to render them dynamically by basing their tier in the scene on the asset and player's Y-axis. We also learned to adjust pivot points on assets both automatically and manually which affected the origin point of the asset and how it is rendered. This in turn made interactions between assets feel more natural and dynamic. This tutorial also acted as the introduction to the creation and editing of Prefabs in a 2D project which I am familiar with from the previous 3D Unity project.


In the second tutorial we began the process of learning, interacting with and modifying the default Unity physics system for 2D projects. This entailed assigning the 2D version of the familiar rigidbodys and box colliders from the previous project to the assets in the current project, this proved itself to be far simpler than it's 3D counterpart and was not nearly as daunting of a process as in the previous project. The omission of the 3rd dimension in this project has helped streamline the process greatly so far. This tutorial also re-introduced editing asset scripts to interact with the physics system which was something I found extremely difficult to comprehend in the previous project and is seemingly similarly as difficult in the current project. An interesting detail I learned regarding 2D projects is that the size and shape of colliders for 2D assets is far more intricate and subjective than those used in the 3D project, one must take into account asset specific interactions when deciding colliders on 2D assets for fluidity and dynamic interaction. Colliders also had to be applied to certain scene tiles like water which was a new concept that was obsolete in the 3D project. The tutorial also introduced composite colliders which composites adjacent colliders into a singular body for precautionary and optimisation purposes.

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