Game Development Reference
In-Depth Information
Creating a rockslide and trigger area
In the last secion we created the destrucible wall object, which contains four cubes, each
with the Rigidbody and Box Collider atached to it, and we can shoot to break it.
In this last secion, we will create the rockslide that the rock will fall on when the player hits
the trigger area and creates the Rocks and TriggerArea script to enable and disable the
Rockslide object.
Prepare for Lift Off
Go to GameObject | Create Empty to create the empty game object and name it
Rockslide and reset its posiion to X: 0 , Y: 0 , Z: 0 .
Then, create another empty game object by going to GameObject | Create Empty ; name it
Break and drag it inside the Rockslide , as shown in the following screenshot:
Next, create two cube objects, which will be the staic object to make it look like some part
of the rock is sill stuck to the terrain, and the trigger area to make the rock fall down when
the player hits it. Before we start, we need to reset the Transform of the Break game object
to default by clicking on the litle gear on the right-hand side and then choose Reset .
Engage Thrusters
We will start by creaing eight cubes to represent the rock pieces that will fall down:
1. Let's go to GameObject | Create Other | Cube , name it Cube1 , and drag it inside
the Break game object inside Rockslide , which we just created.
2. Then, we will add the Rigidbody to the Cube1 by going to Component | Physics |
Rigidbody .
3. Next, we will go to the cube Inspector view to set up the parameters as follows:
F Transform
Position : X: -1.5 Y: 0 Z: 0
Rotation : X: 0 Y: 0 Z: 0
Scale : X: 3 Y: 3 Z: 5
 
Search WWH ::




Custom Search