uniyt rigidbody velocity

Unity Rigidbody Velocity

Unity Rigidbody Velocity Introduction When moving characters, vehicles, or other objects around your game physics quickly become an important factor. Unity comes with built in physics simulations which you can apply to your GameObjects through the use of Rigidbody components. One of the most commonly used properties of Rigidbodies is velocity. Furthermore, you can set …

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Unity Tutorial: How to Make a Multiplayer Pong game for Android

Unity Tutorial: How to Make a Multiplayer Pong game for Android Introduction In this Unity tutorial we will create a Pong-like game for Android. We will walk you through the creation process from beginning to end including how to create the sprites in Unity, write the code, implement multiplayer controls and build the apk to …

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Tips and Tricks: Unity Set Parent

Tips and Tricks: Unity Set Parent Introduction In Unity setting the parent GameObject for items in your game is an important feature to understand. This can be used for picking up weapons, carrying items, or tethering two objects together. Child objects can appear to behave in strange ways if you do not understand their positioning …

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Tips and Tricks: Unity Instantiate Prefab as Child of GameObject

Tips and Tricks: Unity Instantiate Prefab as Child of GameObject Introduction Creating new GameObjects is a key component of many games. Oftentimes you will find yourself instantiating GameObjects for projectiles, enemies, or to attach items to your player. You may even be instantiating items and want them to be placed under an empty GameObject, as …

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Unity Split Screen Multiplayer: Using Cinemachine Follow Cameras

Unity Split Screen Multiplayer: Using Cinemachine Follow Cameras Introduction Split screen is a pivotal piece in creating a local multiplayer game. With Unity Cinemachine and Player Input Manager we can seamlessly create split screen cameras for multiple players that will follow the player character. Split screen allows for independent control of a player’s character instead …

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