Summary

In this chapter, we started to put the Unity 3D engine through its paces. We learned how to:

  • Add built-in GameObjects to our Scene
  • Position, rotate, and scale those game objects
  • Add lighting to the Scene to brighten things up
  • Add Rigidbody components to our GameObjects to tie into Unity's physics calculations
  • Create Physic Materials
  • Customize Collider components to make GameObjects become bouncy

We took an impossibly complex game idea and hacked it down to its fun, naked essentials. We explored the origin point—the center of our game's universe. We learned about the building blocks of 3D construction: vertices, edges, and faces. We talked about how polygon counts can affect game performance. We laughed, we cried. It was profound.

Following the ...

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