‫In this video, you will learn about physics basics in Unity 3D.
‫Let's have a quick overview first.
‫So the most important things are Rigid Body, Collider and Trigger, and we will have a look at each
‫of those separately.
‫So now let's have a look at the rigid body first.
‫The rigid body contains information and details about the mass of the object that contains this rigid
‫body.
‫Then it has a drag property which is like a damper, so it reduces the tempo to a certain degree.
‫For example, then the angular drag is similar, but attempts at rotation only.
‫Then we have the use gravity property which tells if our object is influenced by gravity or not.
‫Then we have is kinematic, which we can activate.
‫Then for example, our object is not influenced by physics, but it still influences other objects.
‫For example, this could be great for a wall, then interpolate makes sense for characters as otherwise,
‫animations and physics aren't calculated at the same time.
‫So what interpolate does is it uses more resources in order to really make sure that the physics and
‫animations work together quite well.
‫And that's not as important for other objects as it is for the main character.
‫Then you have the collision detection and finally the constraints which allows us to freeze the position
‫and freeze the rotation.
‫So for example, if you wanted our player or an object does not rotate, we can assign that.
‫It doesn't rotate to a specific angle or it doesn't rotate at all.
‫So we could freeze all of the rotations.
‫Then there are colliders and there are multiple colliders.
‫For example, the box collider, which makes sense for boxes or objects that have a similar shape as
‫a box, then the Sphere Collider which makes mainly sense for spheres and balls, and maybe the player
‫object if it has a form of a sphere.
‫The Mesh Collider is a very precise collider, which is based on the mesh of the game object, which
‫means it will be like a skin on top of the looks of the graphic itself.
‫So if a if we have a spaceship that has certain edges and so forth, the mesh collider would be a great
‫choice here.
‫Or if we have a player which has a very specific kind of form, a mesh collider would make sense.
‫Then you have the capsule collider, which makes sense for capsules, but also can be used very well
‫for players and the terrain.
‫Collider Which is used for the terrain of the game, for example, mountains and the ground and those
‫kind of things.
‫Let's have a look at something that each collider has.
‫There is something called is trigger, which allows us to make a object a trigger.
‫We'll have a closer look at triggers in the next slide.
‫Then you have something called material, which is a physics material which which adds things like friction
‫or bounce ness to our object.
‫Then we have the center, which is simply the center of our collider, the radius, which is for fear.
‫So if you want to change the size of the collider of a sphere, you would have to change the radius
‫of the collider.
‫All right.
‫Next, let's have a look at the trigger.
‫In order to use a game object or a physics collider as a trigger, you need to activate the trigger
‫property.
‫It deactivates colliders.
‫So whenever this trigger is activated, the surface is not like a warp.
‫It doesn't behave like a wall or a skin anymore.
‫So it can simply get passed through.
‫That is great, for example, for invisible walls that need to start an event when passed through.
‫So if you run through a specific wall or if you run through a sphere collider that is as is trigger,
‫then the enemy could start moving or the enemy could start shooting, or the enemy could be could be
‫created only at that point.
‫Or at least the animations could only start then, because before that they wouldn't be relevant, for
‫example, as they are too far away.
‫And it's also great for collectibles.
‫So now you should have an overview of the basics of physics.
‫In the next videos, we will have a look at each of those colliders and of trigger as well.
‫So see you there.