- This section covers physics simulation.
- When to use the Rigidbody component
- How colliders and triggers work.
- How to raycast from code.
- Explain Rigidbodies.
- Locate Rigidbodies.
- Differentiate Rigidbody properties.
- Utilize colliders.
- Gravity and Rigidbodies.
- Static colliders interacting with Rigidbodies.
- Identify colliders by their appearance.
- Differentiate properties of colliders.
- Transform colliders.
- Colliders as trigger volumes.
- Assess the impact of forces on Rigidbodies.
- Goal scoring and custom meshes.
- Identify colliders by their appearance.
- Transform colliders.
- Spawning projectile into the cannon.
- Creating a moving target.
- Producing a composite collider.
- Describe the function of raycasts.
- What problems do raycasts solve?
- Adding colour and goal signaling.
- Adding ballistics to the cannon.
- Adding head movement.
- Assess raycast trajectories.
- Raycasting to aim.
- Connecting the aim and ballistics.
- Tweaking the launch velocity.
- Explain raycast parameters.
- Understanding layer masks in code.
- Using only the back board for aim.
- Destroying unused projectiles.
- Play testing and tweaking our game.
- Adding multiple goals and adjusting fire speed.
- Adding a cross-hair and revising UI.