Game Development Reference
In-Depth Information
Finally, we will click on the Rockslide game object and set its Transform as follows:
F Transform:
Position : X: 1069 Y: 32.5 Z: 677
Rotation : X: 0 Y: 140 Z: 0
Scale : X: 1 Y: 1 Z: 1
Now, we are finished, let's click Play to see our result. We will see that if we are entering the
TriggerArea the rock will start falling down.
We can also click on TriggerArea and watch our
character walk into it from the Scene view.
Objective Complete - Mini Debriefing
We have created another destrucible object, which will fall down when the player gets close
to it by creaing the trigger area that will be triggered when the player has entered the area.
We also created the new TriggerArea script that was used to detect the player as well as
the Rocks script to enable rigidbody and make the object destrucible.
Classified Intel
In this step, we have used the rigidbody.isKinematic = true to disable our
rigidbody and enable the rigidbody by seing it to false . This is the trick that we can
use to check whether our object reacted with the physics or not. We can also adapt this
trick when we want to play animaion of this object that has the rigidbody atached to it
by seing the rigidbody.isKinematic to true —to play the animaion and disable the
physics movement—or seing the rigidbody.isKinematic to false —to disable the
animaion and enable the physics movement.
Game over-Wrapping it up
In this chapter, we have opimized the AIController.js by changing from the Physics.
CapsuleCast to Physics.Raycast to increase the FPS in our game. Then, we learned
how to create the ragdoll object and apply it to the character when it is dead by using
Instatiate() and Destroy() funcions to clone the ragdoll prefab and replace the old
object.
Then, we created the destrucible Wall and destroyed it when we shot at it by adding some
script to the rocket script.
 
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